Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 21 / 60% |
Size | medium |
Lifes / Deaths | Killed by Aroba the large white snake at level 11 on the 2nd Mirth 122nd year of Ascendancy at 13:57 0 / 5Killed by Aroba the large white snake at level 11 on the 2nd Mirth 122nd year of Ascendancy at 14:32 Killed by Voruma the rattlesnake at level 16 on the 7th Flare 122nd year of Ascendancy at 03:43 Killed by Voruma the rattlesnake at level 16 on the 7th Flare 122nd year of Ascendancy at 10:08 Killed by Porurin the giant brown rat at level 16 on the 5th Dusk 122nd year of Ascendancy at 08:12 |
Primary Stats
Strength | 64 (base 47) |
Dexterity | 21 (base 12) |
Constitution | 21 (base 12) |
Magic | 43 (base 34) |
Willpower | 38 (base 12) |
Cunning | 16 (base 12) |
Resources
Mana | 326/360 |
Equilibrium | 0 |
Life | 464/464 |
Positive | 0/110 |
Stamina | 194/210 |
Paradox | 270 |
Healing Factor | 1.12 |
Regeneration | 1.512 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Stealth | 7 |
See Invisible | 7 |
Offense: Mainhand
Damage | 80 |
Accuracy | 39 |
Crit Chance | 17% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 35 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 17% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 27.3 (66.666666666667%) |
Defense | 28.983784048055 |
Ranged Defense | 31.983784048055 |
Fatigue | 22 |
Physical Save | 36.4 |
Spell Save | 27.7 |
Mental Save | 41.65 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 33% |
Stun Resistance | 33% |
Confusion Resistance | 49% |
Pinning Resistance | 25% |
Disarm Resistance | 29% |
Poison Resistance | 23% |
Blind Resistance | 31% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 33) for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Magical combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Weapon Folding |
talent | Arcane Combat |
talent | Contingency |
talent | Temporal Hounds |
Quests
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by Xerumina the copperhead snake. Escort: repented thief (level 2 of Norgos Lair) | failed |
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 |
Equipment
On feet | Wildcutter (0 def, 1 armour) Wildcutter (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +9% temporal / +6% fire / +3% nature / +7% cold Changes resistances penetration: +10% temporal Changes damage: +3% nature / +6% temporal Silence immunity: +23% Confusion immunity: +25% Stun/Freeze immunity: +23% A pair of boots made of leather. |
Light source | Cracklevault the brass lantern Cracklevault the brass lanternInfused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes damage: +3% lightning Mental save: +5 (+2 eff.) Blindness immunity: +26% Poison immunity: +5% Disease immunity: +15% Silence immunity: +10% Confusion immunity: +14% Pinning immunity: +5% Maximum life: +43.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +5% Light radius: +6 See stealth: +7 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 6 turns. The radius will increase with your Cunning. 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. |
On head | Cracklevein (0 def, 1 armour) Cracklevein (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to daze Changes stats: +8 Str / +6 Dex / +2 Wil Changes resistances: +12% lightning Changes resistances penetration: +5% lightning / +10% light Mental save: +6 (+2 eff.) Light radius: +1 A cap made of leather. |
On hands | rough leather gloves 'Runogasus' (0 def, 1 armour) rough leather gloves 'Runogasus' (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +7.0% Armour: +1 Effects on melee hit: * 10% chance to disease * 30% chance to gain 10% of a turn Damage (Melee): 6 acid Damage when hit (Melee): 20 blight Changes stats: +3 Dex Changes resistances: +6% acid Changes damage: +4% acid Critical mult.: +7.00% Spell crit. chance: +8% Mental crit. chance: +7% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Cyredann the Voidbiter [power 23] (1/20 cooldown) Cyredann the Voidbiter [power 23] (1/20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Changes resistances: +9% blight Changes damage: +9% darkness Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Galewill' steel ring 'Galewill'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 lightning / 8 temporal Changes stats: +5 Mag / +10 Wil Changes resistances: +3% lightning / +6% temporal / +24% light Changes resistances penetration: +10% lightning Changes damage: +12% light / +3% lightning Mental save: +10 (+3 eff.) Spellpower: +7 (+4 eff.) Rings can have magical properties. |
On fingers | Yaradir the Fogransom Yaradir the FogransomInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +3 Wil / +5 Con Changes resistances: +6% blight / +9% acid / +6% nature / +6% light Changes resistances penetration: +10% darkness Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +5% Poison immunity: +18% Disease immunity: +12% Pinning immunity: +20% Rings can have magical properties. |
Around neck | Lelolemnir the copper amulet Lelolemnir the copper amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +7 (+4 eff.) Changes stats: +1 Str / +4 Mag / +3 Wil / +6 Lck Changes resistances: +3% mind Changes resistances penetration: +5% mind Infravision radius: +1 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
In main hand | Uludohir (19-26.6 power, 2 apr) Uludohir (19-26.6 power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +7 darkness Burst (radius 1) on hit: +8 mind Damage against: +6% Living When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +2 Con Changes resistances penetration: +5% acid / +6% physical / +5% mind Changes damage: +3% acid / +3% mind Disarm immunity: +14% Sharp, long, and deadly. |
Around waist | rough leather belt 'Xerunn' rough leather belt 'Xerunn'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +10% lightning / +6% temporal / +6% fire / +6% cold Physical save: +10 (+5 eff.) Disarm immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +10% Life regen: +1.10 Mindpower: +3 (+2 eff.) Healing mod.: +12% A belt that goes around your waist. |
In off hand | steel shield 'Gunaruikor' (6 def, 2 armour, 20-24 power, 41 block) steel shield 'Gunaruikor' (6 def, 2 armour, 20-24 power, 41 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 20.0 - 24.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +41 On weapon hit: * 20% chance to gain 10% of a turn Damage (Melee): +14 acid / +4 temporal Burst (radius 2) on crit: +4 temporal When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to corrode armour Changes stats: +1 Str / +4 Wil / +2 Con Changes resistances: +21% acid / +3% temporal / +7% fire / +26% cold / +7% lightning Talent granted: +2 Block Infravision radius: +2 Handheld deflection devices. |
Cloak | Chehor (7 def, 6 armour) Chehor (7 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+4 eff.) Damage when hit (Melee): 8 mind Changes resistances: +9% blight / +13% cold / +9% mind Changes damage: +6% blight Physical save: +12 (+5 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Grinydunalin the iron mail armour (2 def, 4 armour) Grinydunalin the iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +4 Cun / +4 Wil Changes resistances: +17% fire / +3% mind / +18% cold Changes resistances penetration: +10% mind Changes damage: +3% mind / +9% temporal Mental save: +12 (+4 eff.) A suit of armour made of mail. |
Inventory
insidious poison infusion of the wizard (23 nature damage, 20% healing reduction) insidious poison infusion of the wizard (23 nature damage, 20% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 22.95 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic 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 ability. |
regeneration infusion (heal 86 over 5 turns) regeneration infusion (heal 86 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 86 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure physical) wild infusion (resist 10%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 15%; cure magical) wild infusion of the titan (resist 15%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 ability. |
manasurge rune (764% regen over 10 turns; 38 instant mana) manasurge rune (764% regen over 10 turns; 38 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 764% for 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (696% regen over 10 turns; 35 instant mana) manasurge rune of the duelist (696% regen over 10 turns; 35 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 696% for 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (871% regen over 10 turns; 44 instant mana) manasurge rune of the warrior (871% regen over 10 turns; 44 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 871% for 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 8; power 23; dur 3) phase door rune of the psychic (range 8; power 23; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 9; power 24; dur 3) phase door rune of the wizard (range 9; power 24; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 8; power 25; dur 3) phase door rune of the wizard (range 8; power 25; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 179 for 3 turns) shielding rune of the wizard (absorb 179 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 179 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 20) teleportation rune (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 23) teleportation rune (range 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Betogathra the copper ring Betogathra the copper ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Fatigue: -5% Damage when hit (Melee): 12 blight Changes stats: +1 Str / +4 Dex / +2 Mag / +3 Wil Changes damage: +6% blight Maximum encumbrance: +22 Infravision radius: +3 Rings can have magical properties. |
Grinyvon the copper ring Grinyvon the copper ringInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Dex / +1 Mag / +3 Con Changes resistances: +22% acid / +12% blight Changes damage: +11% acid Physical save: +6 (+3 eff.) Light radius: +1 Rings can have magical properties. |
Layoyanor the Glareminister (14.5-20.3 power, 2 apr) Layoyanor the Glareminister (14.5-20.3 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 light Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +4 physical Damage against: +8% Undead When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Physical save: +9 (+4 eff.) Disarm immunity: +21% Maximum life: +40.00 Light radius: +1 Sharp, long, and deadly. |
Urthelin the iron longsword (12.5-17.5 power, 2 apr) Urthelin the iron longsword (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 6% chance to inflict damage reduction * 40% chance to corrode armour * Random elemental explosion * 20% chance to curse the target Burst (radius 1) on hit: +8 blight When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +3% blight Changes resistances penetration: +8% acid / +8% fire / +8% lightning / +8% cold Changes damage: +3% blight Sharp, long, and deadly. |
Emirin the Smearwyrd (17.5-24.5 power, 2 apr) Emirin the Smearwyrd (17.5-24.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 6% chance to inflict damage reduction * 40% chance to corrode armour * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +8 acid Burst (radius 2) on crit: +4 nature When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 12 acid / 8 nature Changes resistances: +3% acid Changes damage: +6% acid One-handed war axes. |
Eremolelar the rough leather belt Eremolelar the rough leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +3 Str / +4 Dex / +2 Wil / +5 Cun / +1 Con Maximum life: +32.00 Maximum hate: +2.00 Maximum psi: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +6% Light radius: +1 A belt that goes around your waist. |
Tirab the Torchtaint Tirab the TorchtaintInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 4 fire Changes stats: +2 Con Changes resistances: +13% fire / +6% cold Changes resistances penetration: +25% fire Changes damage: +3% light Spell save: +7 (+4 eff.) Mental save: +7 (+2 eff.) Mindpower: +4 (+2 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Obsidianlore' rough leather belt 'Obsidianlore'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness / 8 temporal Changes stats: +2 Mag Changes resistances: +6% darkness / +3% temporal Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.15 Maximum mana: +24.00 Spellpower: +3 (+2 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Umbrabrand' rough leather belt 'Umbrabrand'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +4 Dex / +4 Mag / +4 Wil / +4 Cun / +6 Lck Trap disarming bonus: +10 Stealth bonus: +6 Mental save: +7 (+2 eff.) Life regen: +1.10 Mana each turn: +0.16 Maximum life: +47.00 Spell crit. chance: +3% Infravision radius: +4 Healing mod.: +13% A belt that goes around your waist. |
Emelesegann the Sunoozer (6 def, 0 armour) Emelesegann the Sunoozer (6 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes stats: +2 Cun / +2 Dex Changes resistances: +9% blight / +20% fire / +12% light Changes resistances penetration: +5% blight Changes damage: +9% fire Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintusher the pair of rough leather boots (12 def, 1 armour) Glintusher the pair of rough leather boots (12 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Defense: +12 (+6 eff.) Fatigue: +1% Changes stats: +4 Dex / +3 Mag / +3 Wil / +7 Lck Stealth bonus: +6 Maximum encumbrance: +50 Physical save: +3 (+2 eff.) Maximum life: +30.00 Light radius: +3 Healing mod.: +15% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Armygafang the iron gauntlets (0 def, 1 armour) Armygafang the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind / 7 darkness Changes stats: +3 Str Changes resistances: +6% mind / +7% darkness Changes damage: +4% mind / +4% darkness Critical mult.: +10.00% Mana each turn: +0.08 Light radius: +1 Damage Shield penetration: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Betorama the Cinderire (0 def, 1 armour) Betorama the Cinderire (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 5 arcane / 6 cold / 14 mind / 15 darkness Damage when hit (Melee): 8 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +6% cold / +4% arcane / +3% fire Changes resistances penetration: +10% fire Changes damage: +15% arcane / +4% cold Mental save: -14 (-6 eff.) Mindpower: +4 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Dazzleresolve the iron mail armour (2 def, 4 armour) Dazzleresolve the iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Changes resistances: +9% lightning / +3% temporal / +3% acid / +17% cold / +5% arcane / +17% fire Physical save: +6 (+3 eff.) Maximum life: +36.00 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A suit of armour made of mail. |
Flashblood (8 def, 8 armour) Flashblood (8 def, 8 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 10 acid / 10 fire Damage when hit (Melee): 9 acid / 17 fire / 4 temporal Changes stats: +2 Cun Changes resistances: +12% acid / +15% fire / +9% temporal / +17% lightning Changes resistances penetration: +10% fire / +10% temporal Changes damage: +3% fire Mental save: +12 (+4 eff.) A suit of armour made of mail. |
Radianceguile the iron mail armour (2 def, 4 armour) Radianceguile the iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to blind * 20% chance to disease Damage when hit (Melee): 11 physical Changes stats: +5 Str Changes resistances: +6% blight / +7% physical / +6% mind / +11% darkness Changes resistances penetration: +10% blight Changes damage: +6% blight Mental save: +12 (+4 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
iron plate armour 'Shinestriker' (3 def, 7 armour) iron plate armour 'Shinestriker' (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 16 light Changes resistances: +17% acid / +6% physical / +6% arcane / +6% light Changes damage: +3% acid / +3% light Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) A suit of armour made of metal plates. |
Arymina (4 def, 2 armour, 9.5-11.4 power, 24.5 block) Arymina (4 def, 2 armour, 9.5-11.4 power, 24.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +24 On weapon hit: * 40% chance to cause random gloom When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +11% blight / +12% nature / +25% mind Changes resistances penetration: +10% mind Talent granted: +1 Block Mental save: +10 (+3 eff.) Equilibrium when hit: +0.04 Handheld deflection devices. |
Black Mesh (8 def, 2 armour, 28.5-34.2 power, 102 block) Black Mesh (8 def, 2 armour, 28.5-34.2 power, 102 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +102 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Zuberiatta the Glintburst (8 def, 2 armour, 29-34.8 power, 75.5 block) Zuberiatta the Glintburst (8 def, 2 armour, 29-34.8 power, 75.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +76 Damage (Melee): +13 cold Burst (radius 1) on hit: +4 temporal / +12 fire When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 6 fire / 5 cold Effects when hit in melee: * 16% chance to gain 10% of a turn Damage when hit (Melee): 11 ice / 12 fire Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Changes damage: +6% light Talent granted: +3 Block Light radius: +2 Handheld deflection devices. |
6 agate 6 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. |
452 alchemist agate 452 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Isybrethra IsybrethraPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -2% Damage when hit (Melee): 4 arcane / 12 fire Changes stats: +1 Str Changes resistances: +6% fire / +5% cold / +5% arcane / +6% temporal Critical mult.: +3.00% Mental save: +5 (+2 eff.) Life regen: +0.40 Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Light radius: +2 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% 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. |
Uraruineg the Skylady Uraruineg the SkyladyPowered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning / 4 temporal Changes resistances: +7% blight / +9% temporal / +6% darkness / +6% lightning Changes resistances penetration: +20% temporal Changes damage: +3% lightning Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +7 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 30 cooldown : Effective talent level: 2.0 Power cost: 30 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 29 life. Creatures standing in the retch also have 11% 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. 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb 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 (1/1) Rod of Recall (1/1)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, costing 202 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 Chest 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), costing 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. |
amethyst 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. |
Samygar the Forestburst [power 97] (1/10 cooldown) Samygar the Forestburst [power 97] (1/10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 20 nature Changes resistances: +3% nature Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes resistances penetration: +15% arcane Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Void Blast +1 Ward It can be used to fire a bolt of a random element (dam 48-97), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 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. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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
Fear me not! (Nightmare (Adventure) difficulty) (Uniques)
Survived the Fearscape!
By Gass the Cornac Adventurer level 16
5th Dusk 122nd year of Ascendancy at 07:56 see stats
By Gass the Cornac Adventurer level 16
5th Dusk 122nd year of Ascendancy at 07:56 see stats
Level 10 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 10.
By Gass the Cornac Adventurer level 10
79th Pyre 122nd year of Ascendancy at 00:48 see stats
By Gass the Cornac Adventurer level 10
79th Pyre 122nd year of Ascendancy at 00:48 see stats
Level 20 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 20.
By Gass the Cornac Adventurer level 20
20th Dusk 122nd year of Ascendancy at 00:49 see stats
By Gass the Cornac Adventurer level 20
20th Dusk 122nd year of Ascendancy at 00:49 see stats
The Arena (Nightmare (Adventure) difficulty) (Uniques)
Unlocked Arena mode.
By Gass the Cornac Adventurer level 13
6th Mirth 122nd year of Ascendancy at 18:39 see stats
By Gass the Cornac Adventurer level 13
6th Mirth 122nd year of Ascendancy at 18:39 see stats
Treasure Hunter (Nightmare (Adventure) difficulty) (Uniques)
Amassed 1000 gold pieces.
By Gass the Cornac Adventurer level 17
8th Dusk 122nd year of Ascendancy at 23:23 see stats
By Gass the Cornac Adventurer level 17
8th Dusk 122nd year of Ascendancy at 23:23 see stats
Log
Gass deactivates Arcane Combat.
Gass deactivates Contingency.
Gass deactivates Temporal Hounds.
Gass deactivates Weapon Folding.