












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 23 / 23% |
| Size | small |
| Lifes / Deaths | Killed by Time to Throw at level 23 on the 22nd Regrowth 123rd year of Ascendancy at 19:03 / 1 |
Primary Stats
| Strength | 29 (base 13) |
| Dexterity | 71 (base 53) |
| Constitution | 23 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 23 (base 11) |
| Cunning | 61 (base 41) |
Resources
| Life | -171/525 |
| Mana | 177/297 |
| Stamina | 164/198 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 12.384850195112 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 40.882121981944 |
| See Invisible | 40.882121981944 |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 61 |
| Crit Chance | 30% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +44% |
| Physical | +15% |
| Cold | +29% |
| All | 0% |
| Lightning | +4% |
| Light | +12% |
| Mind | +15% |
| Fire | +5% |
| Nature | +24% |
Offense: Damage Penetration
| Nature | +10% |
| Acid | +30% |
Defense: Base
| Armour (hardiness) | 34 (99.945403498849%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 22 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 43%( 70%) |
| All | + 11%( 70%) |
| Physical | + 21%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 27%( 70%) |
| Darkness | + 16%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Stun Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 211.82 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.47 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eremavon the Shiverrupture (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 19% Changes stats: +8 Lck / +5 Dex Changes resistances: +12% cold Changes resistances penetration: +20% acid Changes damage: +6% acid / +15% cold Stealth bonus: +8 A pair of boots made of leather. |
| Quiver | barbed pouch of dwarven-steel shots of wind (19/19, 148% power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 149% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +11.0% Capacity: 19 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage On weapon crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
| Light source | Serpentbraid the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 mind / 12 fire Changes resistances: +6% mind / +6% fire Changes damage: +6% nature Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Deepspanic (22 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +22 (+5 eff.) Changes stats: +5 Cun Changes resistances: +9% blight / +6% darkness Changes damage: +3% acid Physical save: +9 (+5 eff.) Mental save: +8 (+4 eff.) Life regen: +4.00 A pointy cloth hat, very wizardly... |
| On hands | iron gauntlets 'Yvagatta' (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +4 Dex Changes resistances: +5% arcane / +6% cold Changes damage: +4% physical Reduces incoming crit damage: 5.00% Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe 'Treelady' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Defense: +5 (+1 eff.) Changes stats: +2 Str Changes resistances: +3% lightning / +3% light / +3% nature Disarm immunity: +10% Knockback immunity: +20% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 22 cooldown : Effective talent level: 4.0 Power cost: 22 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Oluvon the HeatmaimInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 19% Changes stats: +1 Cun / +1 Con Changes resistances: +9% acid / +11% physical / +3% fire Changes damage: +11% physical Light radius: +3 Rings make your fingers look great! |
| On fingers | Durosadar =27 stun=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Fatigue: -5% Changes stats: +5 Str / +6 Con Changes resistances: +3% light / +6% temporal Maximum encumbrance: +22 Stun/Freeze immunity: +27% Life regen: +2.00 Rings make your fingers look great! |
| Around neck | GreenwoePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +5 Str / +5 Dex / +2 Mag / +6 Wil Changes resistances: +12% mind Changes damage: +5% acid / +4% lightning / +5% cold / +3% nature / +5% fire Talent mastery: +0.17 Technique / Combat training Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
| In main hand | mighty hardened leather sling of coldRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 cold When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str Changes damage: +9% cold Slings are used to hurl stones or metal shots at your foes. |
| Around waist | GlowrigorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +2 Wil Changes resistances: +6% light Changes resistances penetration: +10% nature Changes damage: +12% light Stealth bonus: +6 Mindpower: +15 (+5 eff.) A belt that goes around your waist. |
| In off hand | swashbuckler's dwarven-steel shield of cold resistance (+18%) (0 def, 6 armour, 135% power, 76 block)Requires: - Shield usage training - Cunning 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 135% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Fatigue: +8% Changes stats: +6 Str / +1 Dex Changes resistances: +18% cold Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 17 power out of 20/20) : Effective talent level: 2.4 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the sneak (heal 167; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Urthiruigorn the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +15 (+5 eff.) Defense: +5 (+1 eff.) Changes stats: +1 Str Talent mastery: +0.14 Cunning / Trapping Maximum stamina: +10.00 Amulets make your neck look great! |
Yvytira the Sepsisblood =26 stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 19% Damage when hit (Melee): 2 nature Changes resistances: +12% lightning Changes damage: +6% nature Stun/Freeze immunity: +26% Amulets make your neck look great! |
copper amulet of magic (+3) =3 mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
insulating copper amulet of constitution (+2) =2 con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% fire / +11% cold Amulets make your neck look great! |
Aloneg the Chillcutter =38 stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +6% cold / +1% physical Changes damage: +6% cold / +6% physical Physical save: +12 (+6 eff.) Stun/Freeze immunity: +38% Life regen: +4.00 Rings make your fingers look great! |
Baruyabar the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Physical save: +7 (+4 eff.) Spell save: +15 (+7 eff.) Mental save: +7 (+4 eff.) Blindness immunity: +20% Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +48.00 Rings make your fingers look great! |
CoalsunInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances penetration: +15% mind Changes damage: +6% temporal Mental save: +6 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
Darkvice the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +9% acid / +10% physical Changes resistances penetration: +15% darkness / +10% acid Changes damage: +10% physical Physical save: +9 (+5 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+7 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 41 power out of 50/50) : Effective talent level: 2.0 Power cost: 41 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper citrine ring =5 mag=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 27 Damage (Melee): 6 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 27 Damage (Ranged): 6 physical Changes stats: +5 Mag / +5 Wil / +1 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +6 (+5 eff.) Light radius: +4 Infravision radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+5 eff.) Maximum stamina: +13.00 Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
gladiator's copper ring =4 con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +5 Str / +4 Con Rings make your fingers look great! |
Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 55.84 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Gorykor the Darkstreak (125% power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 125% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 darkness Damage (radius 2) on crit: +4 lightning When wielded/worn: Changes stats: +6 Str / +9 Dex / +9 Mag / +5 Wil / +7 Cun / +7 Con Changes resistances: +9% lightning Changes damage: +9% darkness Reduces incoming crit damage: 10.00% Light radius: +3 Massive two-handed swords. |
yew longbow of enduringRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +11 Con / +12 Wil Maximum life: +23.00 Longbows are used to shoot arrows at your foes. |
mighty cured leather sling of coldRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +7 cold When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes damage: +9% cold Slings are used to hurl stones or metal shots at your foes. |
DurochikCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +5 Dex / +6 Wil / +11 Cun / +8 Lck Changes resistances: +6% acid / +10% fire / +9% cold Changes damage: +6% acid / +18% arcane Damage against: +45% Summoned Reduced damage from: +39% Summoned Trap disarming bonus: +18 Stealth bonus: +10 Infravision radius: +3 A belt that goes around your waist. |
Hazeobeisance =5 con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 19% Damage when hit (Melee): 6 cold Changes stats: +4 Str / +5 Con Changes resistances: +15% cold Changes resistances penetration: +10% light Changes damage: +6% light / +15% cold Physical save: +8 (+4 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Eremigolach'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Wil / +1 Cun Changes resistances: +6% fire / +6% cold Maximum stamina: +10.00 A belt that goes around your waist. |
Huldir the Stormknight (2 def, 4 armour) =3 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Changes stats: +2 Str / +3 Dex / +3 Con Changes resistances penetration: +25% lightning Changes damage: +15% lightning Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salynn the Rimewinnow (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances: +3% cold Changes resistances penetration: +25% mind / +5% cold Changes damage: +12% mind / +6% cold Physical save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Cuthadin' (2 def, 0 armour) =10 pp=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +6% acid / +24% darkness / +9% lightning Changes resistances penetration: +12% darkness / +10% physical Changes damage: +11% darkness Stealth bonus: +10 Silence immunity: +20% Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+8 eff.) Life regen: +0.20 Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
ancient woollen robe (0 def, 0 armour) =1 mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes resistances: +9% all Changes resistances penetration: +5% temporal / +5% physical Changes damage: +10% temporal / +6% physical Reduces paradox anomalies(equivalent to willpower): +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe (0 def, 0 armour) =4 mag=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +11% all Mana each turn: +0.15 Psi each turn: +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Oludar the Corpsebreaker (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to slow global speed by 54% Changes stats: +8 Lck / +4 Dex Changes resistances: +6% blight / +3% temporal / +9% darkness Changes damage: +6% mind Stealth bonus: +8 A pair of boots made of leather. |
Relgybar the pair of iron boots (0 def, 3 armour) =20 stun=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 10 Changes stats: +3 Con Changes resistances penetration: +5% physical Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stormjam (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +3 Mag / +3 Wil / +7 Lck Changes resistances: +12% lightning / +6% temporal Changes damage: +9% temporal Stealth bonus: +7 Spellpower: +4 (+4 eff.) It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 21 turns. A pair of boots made of leather. |
Taintstone (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes damage: +6% nature Critical mult.: +15.00% Stealth bonus: +6 Mindpower: +5 (+2 eff.) A pair of boots made of leather. |
miner's pair of iron boots of phasing (0 def, 5 armour) =3 mag=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +3 Mag / +3 Wil Infravision radius: +2 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 21 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bethovena the Plaguewire (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 11 acid Changes stats: +4 Str / +1 Cun / +3 Con Changes resistances: +6% acid / +9% nature Changes damage: +11% acid / +6% nature Physical save: +30 (+14 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +38% Life regen: +3.10 Stamina each turn: +0.50 Psi each turn: +0.23 See invisible: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 4.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Bleakborn (0 def, 2 armour) =6 mag=Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane / 7 temporal Damage (Ranged): 7 temporal Damage when hit (Melee): 4 darkness Changes stats: +9 Wil / +6 Mag Changes resistances: +5% arcane / +7% temporal Changes resistances penetration: +15% darkness Changes damage: +11% arcane / +3% temporal Spellpower: +6 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of magic (+3) (0 def, 2 armour) =3 mag=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +4% arcane Life regen: +3.00 Stamina each turn: +0.70 Maximum stamina: +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arenne the hardened leather cap (0 def, 3 armour) =5 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 mind Changes stats: +4 Dex / +5 Con Changes resistances: +3% physical Physical save: +6 (+3 eff.) Maximum psi: +10.00 A cap made of leather. |
Torugar the rough leather cap (20 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +20 (+5 eff.) Fatigue: +1% Changes stats: +3 Cun Changes resistances: +5% fire / +3% light / +6% cold Critical mult.: +5.00% Confusion immunity: +10% Maximum psi: +10.00 A cap made of leather. |
linen wizard hat of arcana (1 def, 0 armour) =4 mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +3 Wil Spellpower: +4 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour of resilience (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Maximum life: +32.00 A suit of armour made of metal plates. |
shocking dwarven-steel shield of lightning resistance (+17%) (0 def, 6 armour, 131% power, 77.5 block)Requires: - Shield usage training - Cunning 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 131% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 5 lightning Changes resistances: +17% lightning Talent granted: +1 Block Handheld deflection devices. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
194 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Infernotooth' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -6% Changes stats: +4 Str / +2 Dex / +4 Con Changes resistances penetration: +25% fire Maximum stamina: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ethereal alchemist's lamp of corpselight =5 mag=Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +7% blight / +6% darkness Spellpower: +12 (+8 eff.) Spell crit. chance: +4% Light radius: +6 Infravision radius: +4 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 30 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
high-capacity pouch of dwarven-steel shots of paradox (34/34, 140% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 141% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 34 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +11 temporal When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
ash totem of healing [power 176] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of conjuration 'Baroddahad' [power 105] (13 cooldown) =3 mag=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Mag Changes resistances: +6% fire / +6% cold / +3% darkness / +3% nature It can be used to fire a magical bolt dealing 151 acid damage Activation puts all charms on cooldown for 13 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 122] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Time to Throw the Halfling Skirmisher level 7
7th Mirth 122nd year of Ascendancy at 19:50 see stats
Fool of a Took! (Insane (Roguelike) difficulty)
Killed oneself as a halfling.By Time to Throw the Halfling Skirmisher level 23
22nd Regrowth 123rd year of Ascendancy at 19:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Time to Throw the Halfling Skirmisher level 10
13rd Dusk 122nd year of Ascendancy at 19:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Time to Throw the Halfling Skirmisher level 20
8th Decay 122nd year of Ascendancy at 22:32 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Time to Throw the Halfling Skirmisher level 19
5th Haze 122nd year of Ascendancy at 03:21 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Time to Throw the Halfling Skirmisher level 16
70th Dusk 122nd year of Ascendancy at 06:46 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Time to Throw the Halfling Skirmisher level 8
2nd Summertide 122nd year of Ascendancy at 22:36 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Time to Throw the Halfling Skirmisher level 19
51st Haze 122nd year of Ascendancy at 05:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Time to Throw the Halfling Skirmisher level 8
10th Dusk 122nd year of Ascendancy at 07:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Time to Throw the Halfling Skirmisher level 17
71st Dusk 122nd year of Ascendancy at 00:15 see stats
Log
Eilinenne the poison ooze hits Time to Throw for damage.
Gigantic corrosive tunneler's acid area effect hits Time to Throw for (30 flat reduction), 14 acid (14 total damage).
Time to Throw tries to evade attacks.
Talent Noggin Knocker is ready to use.
Acid Splash from Gigantic corrosive tunneler hits Time to Throw for (2 flat reduction), 0 acid (0 total damage).
Gigantic corrosive tunneler's acid area effect hits Time to Throw for (30 flat reduction), 14 acid (14 total damage).
Time to Throw is free from the acid.
Talent Swift Shot is ready to use.
Time to Throw casts Rune: Biting Gale.
Time to Throw uses Infusion: Healing.
Time to Throw receives 223 healing from Infusion: Healing.
Time to Throw uses Tumble.
Time to Throw uses Tumble.
You must have an empty space to roll to.
Time to Throw uses Tumble.
Time to Throw uses Tumble.
Time to Throw uses Infusion: Movement.
Time to Throw is moving at extreme speed!
Time to Throw uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Time to Throw slows down.
The smoke around Time to Throw dissipates.
The protective shield of Time to Throw disappears.
New Achievement: Fool of a Took! (Insane (Roguelike) difficulty)!
Time to Throw the level 23 halfling skirmisher suffocated to death on level 3 of Sandworm lair.






































































































