Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Sun Paladin |
| Level / Exp | 33 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 21 on the 34th Regrowth 123rd year of Ascendancy at 00:55 0 / 7Killed by elven blood mage at level 24 on the 62nd Regrowth 123rd year of Ascendancy at 19:18 Killed by Gloriba the elder vampire at level 26 on the 7th Pyre 123rd year of Ascendancy at 03:07 Killed by unknown at level 27 on the 50th Pyre 123rd year of Ascendancy at 02:49 Killed by orc corruptor at level 31 on the 1st Flare 123rd year of Ascendancy at 00:56 Killed by elven mage at level 33 on the 68th Haze 123rd year of Ascendancy at 00:03 Killed by Grand Corruptor at level 33 on the 68th Haze 123rd year of Ascendancy at 13:11 |
Primary Stats
| Strength | 49 (base 22) |
| Dexterity | 46 (base 10) |
| Constitution | 67 (base 60) |
| Magic | 59 (base 59) |
| Willpower | 12 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Mana | 182/182 |
| Psi | 102/102 |
| Life | 879/1120 |
| Positive | 0/46 |
| Stamina | 158/171 |
| Paradox | 150 |
| Healing Factor | 1.3 |
| Regeneration | 1.625 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 55 |
| Crit Chance | 16% |
| APR | 24 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41.333333333333 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.7 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Darkness | +15% |
| Light | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Darkness | +10% |
| Light | +25% |
Defense: Base
| Armour (hardiness) | 97.86 (100%) |
| Defense | 34.3 |
| Ranged Defense | 39.3 |
| Fatigue | 46 |
| Physical Save | 30.3 |
| Spell Save | 44.95 |
| Mental Save | 20.6 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 61%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 59%( 70%) |
| Light | + 20%( 70%) |
| Darkness | + 49%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Bleed Resistance | 100% |
| Disarm Resistance | 28% |
| Fear Resistance | 100% |
| Stun Resistance | 27% |
| Poison Resistance | 100% |
| Knockback Resistance | 64% |
Inscriptions (3/3)
| Rune | Effective talent level: 1.0 ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 308 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Rune | Effective talent level: 1.0 Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 11. Its effects scale with your Strength stat. |
| Rune | Effective talent level: 1.0 Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 10. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 9/10 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Second Life |
| talent | Premonition |
| talent | Precise Strikes |
| talent | Chant of Resistance |
| beneficial effect | Reduces acid damage received by 15%. Premonition Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. You used the key inside the ruins of Nur and found a way into the fortress of old. The Weirdling Beast is dead, freeing the way into the fortress itself. You have activated what seems to be a ... butler? with your rod of recall. You have upgraded your rod of recall to transport you to the fortress. You have entered the exploratory farportal room and defeated the horror lurking there, you can now use the farportal. The fortress's current energy level is: 52. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the south east and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of faeros ash. * You've found the needed orc heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Lisina the pair of drakeskin leather boots (0 def, 16 armour) Lisina the pair of drakeskin leather boots (0 def, 16 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +16 Fatigue: +5% Changes resistances: +15% fire / +22% cold / +22% lightning / +28% acid Pinning immunity: +25% Infravision radius: +3 Effect duration reduction after a teleport: +10% A pair of boots made of leather. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +5 It can be used to release the absorbed darkness, costing 10 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 | Urthol's Helm (0 def, 5 armour) Urthol's Helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +14 Armour: +5 Fatigue: +5% Changes stats: +19 Dex / +10 Cun Damage when the wearer is hit: 8 light Changes resistances: +11% nature / +6% light Changes resistances penetration: +5% blight / +25% light Changes damage: +6% blight Spell save: +10 Maximum life: +93.00 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | stone warden's hardened leather gloves of strength (+2) (0 def, 10 armour) stone warden's hardened leather gloves of strength (+2) (0 def, 10 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 Armour: +10 Armour Hardiness: +7% Changes stats: +2 Str / +3 Con Changes resistances: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | warrior's gold ring of warding warrior's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +15% fire / +17% cold / +14% lightning / +14% acid Rings can have magical properties. |
| On fingers | warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Rings can have magical properties. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumberance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Mardelatharomirach (48-67.2 power, 5 apr) Mardelatharomirach (48-67.2 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +14 nature / +10 temporal When wielded/worn: Accuracy: +6 Defense: +9 Changes stats: +3 Dex Changes resistances: +6% acid Blunt and deadly. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumberance: +70 Knockback immunity: +40% Maximum life: +0.00 Size category: +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Titanic (20 def, 18 armour, 48 dam, 320 block) Titanic (20 def, 18 armour, 48 dam, 320 block)Requires: - Strength 37 - Talent Armour Training (level 3) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
| Main armor | radiant stralite plate armour of the dragon (7 def, 13 armour) radiant stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 4) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +1 Str / +2 Wil / +4 Con Damage when the wearer is hit: 6 light Changes resistances: +8% physical / +9% fire / +7% cold / +7% lightning / +8% acid / +14% blight / +20% darkness Talent cooldown: Rush (-5 turns) Disarm immunity: +28% Stun/Freeze immunity: +27% Knockback immunity: +24% Light radius: +1 A suit of armour made of metal plates. |
Inventory
Rune of the Rift (198.00 temporal damage, removed from time 4 turns) Rune of the Rift (198.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Inflicts 198.00 temporal damage. If your target survives it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
titan's invisibility rune (power 13 for 6 turns) titan's invisibility rune (power 13 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to become invisible (power 13) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you can not heal or regen life while invisible. Its effects scale with your Constitution 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. |
titan's phase door rune (range 10) titan's phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 10. Its effects scale with your Constitution 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. |
warrior's invisibility rune (power 14 for 6 turns) warrior's invisibility rune (power 14 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to become invisible (power 14) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you can not heal or regen life while invisible. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 % chances to blind Changes resistances: +20% light Changes damage: +10% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
clarifying voratun amulet of mastery (0.25 Celestial / Light) clarifying voratun amulet of mastery (0.25 Celestial / Light)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% mind Talent mastery: +0.25 Celestial / Light Confusion immunity: +31% Amulets can have magical properties. |
Amifast the Dazzleminister Amifast the DazzleministerInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer is hit: 12 light / 8 acid Changes resistances: +11% nature / +9% acid Changes resistances penetration: +10% physical Physical save: +22 Spell save: +10 Mental save: +9 Poison immunity: +18% Disease immunity: +17% Light radius: +3 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows, each strike has 27% chance to deal another similar blow for 7 turns. This works for all blows, even ones from other talents and shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
psionicist's copper ring of nature (+22%) psionicist's copper ring of nature (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +6 Rings can have magical properties. |
solipsist's gold ring of clarity solipsist's gold ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Mental save: +9 Confusion immunity: +25% Mindpower: +8 Rings can have magical properties. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage when this weapon hits: +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level. insidious stralite mace of ruin (37.5-52.5 power, 5 apr)insidious stralite mace of ruin (37.5-52.5 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +23 insidious poison When wielded/worn: Armour penetration: +8 Physical crit. chance: +9.0% Critical mult.: +11.00% Blunt and deadly. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target doing 139% damage and knocking it back. Knockback chance increase with your Dexterity stat. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.. |
monstrous hardened leather belt monstrous hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +4 Str / +4 Con Physical save: +7 Size category: +1 A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Lck / +2 Mag Trap disarming bonus: +14 Stealth bonus: +7 Mana each turn: +0.28 Maximum mana: +33.00 Infravision radius: +3 A belt that goes around your waist. |
thick cashmere cloak of Iron Throne (2 def, 7 armour) thick cashmere cloak of Iron Throne (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes stats: +1 Str / +1 Con Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the hunt (2 def, 7 armour) thick cashmere cloak of the hunt (2 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Fatigue: -7% Changes resistances: +14% cold Maximum life: +64.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 4.4 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 40% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour) wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +5 Con Physical save: +7 Mental save: +6 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage. If the attack hits the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's dwarven-steel gauntlets of war-making (0 def, 2 armour) brawler's dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Changes stats: +4 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +8 Spell crit. chance: +5% Mental crit. chance: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% This crown looks useless, yet you can feel it woven with fell magics of undeath. Maybe it has a use. |
hardened leather cap 'Mucuspanic' (0 def, 3 armour) hardened leather cap 'Mucuspanic' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +7% fire / +7% cold / +8% lightning / +7% temporal Changes damage: +9% physical / +6% nature A cap made of leather. |
thaloren dwarven-steel helm of might (0 def, 4 armour) thaloren dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 Armour: +4 Fatigue: +4% Changes stats: +2 Str / +2 Wil / +3 Con Mental save: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren hardened leather cap of might (0 def, 3 armour) thaloren hardened leather cap of might (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +3 Fatigue: +3% Changes stats: +2 Str / +2 Wil / +2 Con Mental save: +5 A cap made of leather. |
impenetrable stralite plate armour (7 def, 22 armour) impenetrable stralite plate armour (7 def, 22 armour)Requires: - Strength 48 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +7 Fatigue: +26% A suit of armour made of metal plates. |
elemental quiver of elven-wood arrows of annihilation (13/13, 52-72.8 power, 19 apr) elemental quiver of elven-wood arrows of annihilation (13/13, 52-72.8 power, 19 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 52.0 - 72.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +19 Physical crit. chance: +4.5% Capacity: 13 Special effect when this weapon hits: random elemental effect Travel speed: +200% Damage conversion: 15% fire / 14% cold / 15% lightning / 13% acid Arrows are used with bows to pierce your foes to death. |
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 Gems can be sold for money or used in arcane rituals. |
284 alchemist agate 284 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 onyx 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 Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 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 Gems can be sold for money or used in arcane rituals. |
15 lapis lazuli 15 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
12 opal 12 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 Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
14 topaz 14 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
6 emerald 6 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 Gems can be sold for money or used in arcane rituals. |
5 jade 5 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 Gems can be sold for money or used in arcane rituals. |
14 spinel 14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
guard's alchemist's lamp of the moons guard's alchemist's lamp of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% light Changes damage: +7% darkness Physical save: +8 Light radius: +3 Infravision radius: +1 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is Spell: true Description: Calls the power of the Moon into a beam of shadows doing 139.75 damage. The damage will increase with the Magic stat A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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. |
bloodstone 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% Gems can be sold for money or used in arcane rituals. |
fire opal 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% Gems can be sold for money or used in arcane rituals. |
14 garnet 14 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% Gems can be sold for money or used in arcane rituals. |
3 ruby 3 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 Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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, 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 35 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 slime Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
11 amethyst 11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
dragonbone wand of lightning [power 276] (6 cooldown) dragonbone wand of lightning [power 276] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a beam of lightning (dam 92-276), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
13 quartz 13 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% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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 Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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 Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Locke, Defiled the Skeleton Sun Paladin level 23
38th Regrowth 123rd year of Ascendancy at 01:23 see stats
Against all odds
Killed Ukruk in the ambush.By Locke, Defiled the Skeleton Sun Paladin level 23
36th Regrowth 123rd year of Ascendancy at 07:43 see stats
Arachnophobia
Destroyed the spydric menace.By Locke, Defiled the Skeleton Sun Paladin level 30
60th Pyre 123rd year of Ascendancy at 17:48 see stats
Brave new world
Went to the Far East and took part in the war.By Locke, Defiled the Skeleton Sun Paladin level 29
55th Pyre 123rd year of Ascendancy at 00:13 see stats
Bringer of Doom
Killed a Bringer of Doom.By Locke, Defiled the Skeleton Sun Paladin level 14
71st Dusk 122nd year of Ascendancy at 09:05 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Locke, Defiled the Skeleton Sun Paladin level 13
21st Dusk 122nd year of Ascendancy at 07:33 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Locke, Defiled the Skeleton Sun Paladin level 28
52nd Pyre 123rd year of Ascendancy at 02:56 see stats
Exterminator
Killed 1000 creaturesBy Locke, Defiled the Skeleton Sun Paladin level 16
20th Haze 122nd year of Ascendancy at 22:48 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Locke, Defiled the Skeleton Sun Paladin level 25
67th Regrowth 123rd year of Ascendancy at 02:25 see stats
Fear me not!
Survive the Fearscape!By Locke, Defiled the Skeleton Sun Paladin level 32
28th Dusk 123rd year of Ascendancy at 15:10 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Locke, Defiled the Skeleton Sun Paladin level 24
48th Regrowth 123rd year of Ascendancy at 15:27 see stats
Level 10
Got a character to level 10.By Locke, Defiled the Skeleton Sun Paladin level 10
2nd Flare 122nd year of Ascendancy at 23:05 see stats
Level 20
Got a character to level 20.By Locke, Defiled the Skeleton Sun Paladin level 20
26th Regrowth 123rd year of Ascendancy at 05:42 see stats
Level 30
Got a character to level 30.By Locke, Defiled the Skeleton Sun Paladin level 30
58th Pyre 123rd year of Ascendancy at 20:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Locke, Defiled the Skeleton Sun Paladin level 13
56th Dusk 122nd year of Ascendancy at 14:01 see stats
Size matters
Do over 600 damage in one attackBy Locke, Defiled the Skeleton Sun Paladin level 25
67th Regrowth 123rd year of Ascendancy at 07:54 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Locke, Defiled the Skeleton Sun Paladin level 28
52nd Pyre 123rd year of Ascendancy at 05:39 see stats
The Arena
Unlocked Arena mode.By Locke, Defiled the Skeleton Sun Paladin level 9
10th Mirth 122nd year of Ascendancy at 12:00 see stats
The Right thing to do
You did the righteous thing in the ring of blood and disposed of the Blood Master.By Locke, Defiled the Skeleton Sun Paladin level 16
8th Haze 122nd year of Ascendancy at 19:37 see stats
The secret city
Discovered the truth about mages.By Locke, Defiled the Skeleton Sun Paladin level 24
58th Regrowth 123rd year of Ascendancy at 18:05 see stats
The sky is falling!
See a huge meteor falling down the sky.By Locke, Defiled the Skeleton Sun Paladin level 33
67th Haze 123rd year of Ascendancy at 17:08 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Locke, Defiled the Skeleton Sun Paladin level 31
4th Dusk 123rd year of Ascendancy at 18:24 see stats
Thralless
Free at least 30 enthralled slaves in the slavers compound.By Locke, Defiled the Skeleton Sun Paladin level 16
7th Haze 122nd year of Ascendancy at 09:36 see stats
Treasure Hoarder
Amass 3000 gold pieces.By Locke, Defiled the Skeleton Sun Paladin level 28
51st Pyre 123rd year of Ascendancy at 17:12 see stats
Treasure Hunter
Amass 1000 gold pieces.By Locke, Defiled the Skeleton Sun Paladin level 16
7th Haze 122nd year of Ascendancy at 16:00 see stats
Unstoppable
Has returned from the dead.By Locke, Defiled the Skeleton Sun Paladin level 33
68th Haze 123rd year of Ascendancy at 13:11 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Locke, Defiled the Skeleton Sun Paladin level 22
35th Regrowth 123rd year of Ascendancy at 07:51 see stats
Log
You collect a new ingredient: vial of wight ectoplasm.
Locke, Defiled hits barrow wight for 75 light damage.
Locke, Defiled killed barrow wight!
Locke, Defiled hits venom drake hatchling for 50 light damage.
Locke, Defiled hits venom drake hatchling for 50 light damage.
Locke, Defiled hits venom drake for 37 light damage.
Locke, Defiled casts Brandish.
Locke, Defiled performs a critical strike!
Venom drake hits Locke, Defiled for 6 acid, 6 acid damage (total 10.20).
Locke, Defiled hits venom drake for 99 physical, 14 nature, 10 temporal, 11 light, 134 physical, 11 light, 118 light damage (total 394.10).
Locke, Defiled hits venom drake hatchling for 161 light damage.
Locke, Defiled hits venom drake hatchling for 161 light damage.
Locke, Defiled hits venom drake hatchling for 161 light damage.
Locke, Defiled hits venom drake hatchling for 161 light damage.
Locke, Defiled hits venom drake hatchling for 161 light damage.
Locke, Defiled hits venom drake for 17 blight, 22 light damage (total 37.51).
Venom drake hits Locke, Defiled for 6 acid damage.
Locke, Defiled hits venom drake for 61 physical, 14 nature, 10 temporal damage (total 85.00).
The protective shield of Locke, Defiled disappears.
Venom drake misses Locke, Defiled.
Locke, Defiled casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Venom drake hits Locke, Defiled for 6 acid damage.
Locke, Defiled hits venom drake for 64 physical, 14 nature, 10 temporal damage (total 88.00).
Venom drake spits acid!
Venom drake hits Locke, Defiled for 43 acid damage.
Venom drake hits Locke, Defiled for 6 acid damage.
Locke, Defiled hits venom drake for 60 physical, 14 nature, 10 temporal damage (total 84.00).
Venom drake breathes acid!
Venom drake hits Locke, Defiled for 62 acid damage.
