








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.4Official 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Infinite |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Necromancer |
| Level / Exp | 76 / 36% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 116 (base 60) |
| Dexterity | 117 (base 50) |
| Constitution | 73 (base 60) |
| Magic | 107 (base 84) |
| Willpower | 79 (base 60) |
| Cunning | 85 (base 61) |
Resources
| Life | 2045/2045 |
| Mana | 802/802 |
| Soul | 15/15 |
| Healing Factor | 2.5 |
| Regeneration | 15.625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 10 |
| See Stealth | 84.712795903487 |
| See Invisible | 93.712795903487 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 58 |
| Crit Chance | 36% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 93 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Mind
| Mindpower | 89 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Arcane | +65% |
| Mind | +6% |
| All | 0% |
| Darkness | +93% |
| Light | +15% |
| Temporal | +18% |
| Physical | +17% |
| Fire | +94% |
| Cold | +30% |
Offense: Damage Penetration
| Darkness | +124% |
| Temporal | +35% |
| Fire | +40% |
| Cold | +79% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 98.857142857143 (50%) |
| Defense | 98 |
| Ranged Defense | 98 |
| Fatigue | 0 |
| Physical Save | 81 |
| Spell Save | 85 |
| Mental Save | 85 |
Defense: Resistances
| Blight | + 27%( 70%) |
| Arcane | + 24%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 41%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 11%( 70%) |
| Lightning | + 14%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 73% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Teleport Resistance | 43% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 150 damage for 6 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 4 turns and blocking 58 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (1077 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.60 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 2.00 |
| 6/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Spell / Dreadmaster | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Age of dusk | 1.60 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Spell / Grave | 1.80 |
| 5/5 |
| 6/5 |
| 5/5 |
| 5/5 |
| Spell / Eradication | 1.60 |
| 3/5 |
| 4/5 |
| 2/5 |
| 6/5 |
| Spell / Master of bones | 1.80 |
| 7/5 |
| 6/5 |
| 4/5 |
| 4/5 |
| Spell / Death | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Animus | 1.60 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master necromancer | 1.60 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Rime wraith | 1.60 |
| 4/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Spell / Spectre | 1.60 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Undead / Skeleton | 1.80 |
| 6/5 |
| 3/5 |
| 6/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 7/5 |
| 5/5 |
| 1/5 |
| 7/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 6/5 |
| 6/5 |
| Spell / Necrosis | 1.80 |
| 3/5 |
| 5/5 |
| 7/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Through The Crowd |
| talent | Reaping |
| talent | Golden Age of Necromancy |
| talent | Erupting Shadows |
| talent | Aura of Undeath |
| talent | Grim Shadow |
| talent | Eternal Night |
| talent | Spikes of Decrepitude |
| detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
| beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: Random Artifact: Unlightshine (12-14 power, 2 apr, cold element) | done |
Proceed directly to the next Infinite Dungeon level in less than 176 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 101): Rush Hour (176)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 103): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 104): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 105): Exterminator | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 13): Headhunter2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 16): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 17): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: Random Artifact: Yvera | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 23): ExterminatorYou completed the challenge and received: Random Artifact: Flashsweeper (5 def, 13 armour, 81 block) | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 24): Headhunter1 / 2 demon spawn killed. | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 25): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 26): Near SightedYou completed the challenge and received: Random Artifact: Prismhunt (3 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 27): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: Random Artifact: Corruptionwild of stinging [power 122] (13 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 34): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 35): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 38): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 39): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 40): ExterminatorYou completed the challenge and received: Random Artifact: Cyredhenor (0 def, 13 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 43): Rush Hour (134)Turns left: 42 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 44): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 45): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 49): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 50): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 51): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 54): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 55): Pacifist | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 59): Headhunter0 / 2 demon spawn killed. | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 61): Near SightedYou completed the challenge and received: Random Artifact: Noonlord (50-80 power, 3 apr) | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 62): Headhunter0 / 2 demon spawn killed. | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 63): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 66): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 245 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 67): Rush Hour (245)Turns left: 124 You completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 68): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 69): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 73): Near SightedYou completed the challenge and received: Random Artifact: Infused Cerebrum (8 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 75): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 76): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 77): Pacifist | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 78): Headhunter1 / 3 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 79): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 8): Near SightedYou completed the challenge and received: Random Artifact: Blazewrack of gale force [power 150] (13 cooldown) | done |
Proceed directly to the next Infinite Dungeon level in less than 419 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 80): Rush Hour (419)Turns left: 118 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 86): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 87): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 92): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 164 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 93): Rush Hour (164)Turns left: 103 You completed the challenge and received: Random Artifact: Wrap of Stone (0 def, 0 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 94): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 95): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 98): Exterminator | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 135, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 689.84 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. The set is complete. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 40 darkness Changes stats: +10 Cun Reduce damage by fixed amount: +30 all Changes damage: +20% darkness Talent mastery: +0.10 Cunning / Stealth Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +30% Knockback immunity: +30% Light radius: -1 It can be used to activate talent Retch (costing 29 power out of 80/80) : Effective talent level: 2.0 Power cost: 29 out of 80/80. 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 36 blight damage or heals 49 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. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | BrightstreakCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +22 Changes stats: +6 Str / +5 Dex / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +25% darkness / +15% fire Changes damage: +12% physical / +12% fire Rings make your fingers look great! |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| Around waist | YveraPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +4 Mag Changes resistances: +6% lightning / +6% temporal / +6% light Reduces incoming crit damage: 5.00% Spell save: +6 (+1 eff.) Cut immunity: +20% Silence immunity: +20% Mana each turn: +0.14 Only die when reaching: -20.00 life Maximum life: +20.00 Maximum mana: +22.00 Size category: +1 A belt that goes around your waist. |
| In main hand | Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. The set is complete. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. It can be used to activate talent Abyssal Shroud (costing 29 power out of 80/80) : Effective talent level: 2.0 Power cost: 29 out of 80/80. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 6 turns. The shroud causes 55.28 darkness damage each turn, reduces light radius by 2, and darkness resistance by 29% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
| Cloak | Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 17 power out of 28/28) : Effective talent level: 2.2 Power cost: 17 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 235.99 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | ByntirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 27% chance to slow global speed by 75% Changes stats: +11 Str / +19 Dex / +3 Mag / +9 Wil / +8 Cun / +8 Con Changes resistances: +6% temporal / +12% fire / +28% light / +24% darkness Changes damage: +6% mind Blindness immunity: +50% Life regen: +5.00 Stamina each turn: +1.50 See invisible: +9 Movement speed: +10% Amulets make your neck look great! |
Inventory
2 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
BrightmistressCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +3 Wil Changes resistances: +3% light Talent mastery: +0.10 Cunning / Survival Mental crit. chance: +1% Amulets make your neck look great! |
Silarimira the gold amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +4 Mag / +1 Wil / +5 Cun / +3 Con Changes resistances: +3% light Critical mult.: +15.00% Physical save: +16 (+3 eff.) Spell save: +13 (+2 eff.) Mental save: +16 (+4 eff.) Life regen: +4.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
serendipitous stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +5 (+1 eff.) Changes stats: +9 Lck Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
TempestquickCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 38 Changes resistances: +6% blight / +3% fire Changes resistances penetration: +5% fire Changes damage: +9% lightning Maximum encumbrance: +21 Rings make your fingers look great! |
gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +7 (+1 eff.) Changes stats: +4 Dex Spellpower: +7 (+1 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
savior's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Physical save: +11 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +13 (+3 eff.) Spellpower: +11 (+2 eff.) Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Poltergeist's Telos's Staff (Top Half) (35-42 power, 0 apr, fire element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Stun/Freeze immunity: +60% Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+4 eff.) It can be used to activate talent Arcane Supremacy (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
elm magestaff (10-12 power, 2 apr, cold element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
surging elm magestaff of might (10-12 power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Islolle'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% lightning / +5% temporal Teleport immunity: +10% Only die when reaching: -60.00 life A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 86 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Umbrawrither (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +3% lightning / +2% physical / +15% acid Changes damage: +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's kruk cloak of protection (0 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Changes stats: +2 Cun / +1 Dex Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 65.21 to 81.51 physical damage (based on Willpower and Cunning) with knockback Activation costs 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of light (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% light / +7% all Changes damage: +10% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
pair of rough leather boots 'Adyrakira' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% lightning / +5% fire / +6% cold Blindness immunity: +20% Stun/Freeze immunity: +10% A pair of boots made of leather. |
drakeskin leather gloves of the juggernaut (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +1 Con Physical save: +12 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +26% 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 18 cooldown : Effective talent level: 4.0 Power cost: 18 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +17 Wil / +9 Mag Changes damage: +20% blight / +14% arcane / +9% light Maximum vim: +25.00 Spell crit. chance: +6% Light radius: +1 It can be used to activate talent Vimsense (costing 15 power out of 45/45) : Effective talent level: 2.0 Power cost: 15 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 21% and all saves by 36, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Prismhunt (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 46 Damage when hit (Melee): 2 mind / 4 light Changes resistances: +8% cold / +15% light / +26% fire Changes resistances penetration: +5% mind Changes damage: +6% mind / +13% fire Light radius: +2 A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Physical save: +10 (+2 eff.) A cap made of leather. |
11 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. |
1006 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. |
11 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. |
3 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
11 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. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 39 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +2 Cun / +2 Str Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
11 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. |
13 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 492 cold damage (based on your Magic) Activation costs 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Light radius: +4 See stealth: +8 See invisible: +8 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
3 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
3 Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
2 Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
12 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 6 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
8 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. |
3 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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. |
6 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
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Skeltor the Skeleton Necromancer level 15
10th Mirth 122nd year of Ascendancy at 05:09 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Skeltor the Skeleton Necromancer level 25
1st Dusk 122nd year of Ascendancy at 01:06 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Skeltor the Skeleton Necromancer level 39
16th Dusk 122nd year of Ascendancy at 06:20 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Skeltor the Skeleton Necromancer level 24
9th Flare 122nd year of Ascendancy at 09:03 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Skeltor the Skeleton Necromancer level 64
50th Dusk 122nd year of Ascendancy at 11:15 see stats
Infinite x10 (Nightmare (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Skeltor the Skeleton Necromancer level 10
1st Mirth 122nd year of Ascendancy at 22:23 see stats
Infinite x100 (Nightmare (Adventure) difficulty)
Got to level 100 of the infinite dungeon.By Skeltor the Skeleton Necromancer level 72
66th Dusk 122nd year of Ascendancy at 08:14 see stats
Infinite x20 (Nightmare (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Skeltor the Skeleton Necromancer level 20
2nd Flare 122nd year of Ascendancy at 10:57 see stats
Infinite x30 (Nightmare (Adventure) difficulty)
Got to level 30 of the infinite dungeon.By Skeltor the Skeleton Necromancer level 26
2nd Dusk 122nd year of Ascendancy at 17:01 see stats
Infinite x40 (Nightmare (Adventure) difficulty)
Got to level 40 of the infinite dungeon.By Skeltor the Skeleton Necromancer level 36
13rd Dusk 122nd year of Ascendancy at 14:40 see stats
Infinite x50 (Nightmare (Adventure) difficulty)
Got to level 50 of the infinite dungeon.By Skeltor the Skeleton Necromancer level 45
24th Dusk 122nd year of Ascendancy at 02:46 see stats
Infinite x60 (Nightmare (Adventure) difficulty)
Got to level 60 of the infinite dungeon.By Skeltor the Skeleton Necromancer level 50
32nd Dusk 122nd year of Ascendancy at 17:09 see stats
Infinite x70 (Nightmare (Adventure) difficulty)
Got to level 70 of the infinite dungeon.By Skeltor the Skeleton Necromancer level 54
36th Dusk 122nd year of Ascendancy at 19:06 see stats
Infinite x80 (Nightmare (Adventure) difficulty)
Got to level 80 of the infinite dungeon.By Skeltor the Skeleton Necromancer level 63
49th Dusk 122nd year of Ascendancy at 12:31 see stats
Infinite x90 (Nightmare (Adventure) difficulty)
Got to level 90 of the infinite dungeon.By Skeltor the Skeleton Necromancer level 68
60th Dusk 122nd year of Ascendancy at 08:52 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Skeltor the Skeleton Necromancer level 10
1st Mirth 122nd year of Ascendancy at 09:02 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Skeltor the Skeleton Necromancer level 20
2nd Flare 122nd year of Ascendancy at 06:35 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Skeltor the Skeleton Necromancer level 30
4th Dusk 122nd year of Ascendancy at 05:23 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Skeltor the Skeleton Necromancer level 40
17th Dusk 122nd year of Ascendancy at 02:40 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Skeltor the Skeleton Necromancer level 50
32nd Dusk 122nd year of Ascendancy at 15:43 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Skeltor the Skeleton Necromancer level 43
21st Dusk 122nd year of Ascendancy at 00:42 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Skeltor the Skeleton Necromancer level 21
3rd Flare 122nd year of Ascendancy at 14:18 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Skeltor the Skeleton Necromancer level 11
2nd Mirth 122nd year of Ascendancy at 08:32 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Skeltor the Skeleton Necromancer level 30
4th Dusk 122nd year of Ascendancy at 20:36 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Skeltor the Skeleton Necromancer level 26
2nd Dusk 122nd year of Ascendancy at 17:01 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Skeltor the Skeleton Necromancer level 17
2nd Summertide 122nd year of Ascendancy at 02:55 see stats
Log
You gain 6.11 gold from the transmogrification of enlightening stralite plate armour of cold resistance (0 def, 13 armour).
You gain 25.00 gold from the transmogrification of Borfast's Cage (10 def, 20 armour).
You gain 13.68 gold from the transmogrification of rejuvenating hardened leather armour of natural resilience (9 def, 6 armour).
You gain 9.01 gold from the transmogrification of radiant reinforced leather armour of Toknor (12 def, 7 armour).
You gain 9.61 gold from the transmogrification of brawler's dwarven-steel gauntlets of the verdant (0 def, 2 armour).
You gain 25.00 gold from the transmogrification of Oakzeal the iron gauntlets (43 def, 1 armour).
You gain 8.60 gold from the transmogrification of undeterred pair of hardened leather boots of evasion (11 def, 3 armour).
You gain 7.61 gold from the transmogrification of verdant cashmere robe of lightning (+31%) (0 def, 0 armour).
You gain 25.00 gold from the transmogrification of elven-silk robe 'Earozor' (7 def, 8 armour).
You gain 4.96 gold from the transmogrification of dreamer's cashmere robe of the mind (+16%) (0 def, 0 armour).
You gain 12.21 gold from the transmogrification of marshal's linen cloak of the voidstalker (1 def, 0 armour).
You gain 16.59 gold from the transmogrification of battlemaster's cashmere cloak of backstabbing (2 def, 0 armour).
You gain 25.00 gold from the transmogrification of Scaldgrit the elven-silk cloak (28 def, 12 armour).
You gain 5.45 gold from the transmogrification of noble's rough leather belt of the giants.
You gain 11.21 gold from the transmogrification of caustic voratun waraxe of dampening (40-55 power, 6 apr).
You gain 8.53 gold from the transmogrification of thought-forged orichalcum trident of corruption (52-84 power, 16 apr).
You gain 9.58 gold from the transmogrification of orite trident of enduring (42-66 power, 13 apr).
You gain 1.20 gold from the transmogrification of arcing blue-steel trident of massacre (34-54 power, 8 apr).
You gain 10.90 gold from the transmogrification of horrifying living mindstar of gales (16-18 power, 40 apr, nature damage).
You gain 10.01 gold from the transmogrification of honing thorny mindstar of gales (8-8 power, 24 apr, nature damage).
You gain 7.09 gold from the transmogrification of hateful thorny mindstar of resolve (9-10 power, 24 apr, nature damage).
You gain 14.00 gold from the transmogrification of Core of the Forge (24-26 power, 40 apr, dreamforge damage).
You gain 25.00 gold from the transmogrification of Blindwake (36-51 power, 4 apr).
You gain 5.31 gold from the transmogrification of steady elm longbow of piercing.
You gain 3.18 gold from the transmogrification of steel greatsword of disruption (24-39 power, 2 apr).
You gain 9.53 gold from the transmogrification of caustic steel greatsword of crippling (22-36 power, 2 apr).
You gain 7.01 gold from the transmogrification of balanced stralite greatsword of amnesia (48-76 power, 3 apr).
You gain 8.02 gold from the transmogrification of elemental voratun greatmaul of projection (64-97 power, 4 apr).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Quest 'Infinite Dungeon Challenge (Level 105): Exterminator' is failed! (Press 'j' to see the quest log)








































































































































































