
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 40 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Isluyanor the minotaur at level 18 on the 45th Dusk 122nd year of Ascendancy at 03:01 / 2Killed by The Shade of Telos at level 40 on the 7th Flare 123rd year of Ascendancy at 01:15 |
Primary Stats
| Strength | 101 (base 60) |
| Dexterity | 106 (base 65) |
| Constitution | 26 (base 12) |
| Magic | 47 (base 32) |
| Willpower | 30 (base 16) |
| Cunning | 59 (base 16) |
Resources
| Life | -174/1118 |
| Stamina | 193/297 |
| Steam | 100/100 |
| Healing Factor | 1.7124489795919 |
| Regeneration | 5.5654591836738 |
Speed
| Mental | +40.322580645161% |
| Attack | 0% |
| Movement | -30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 14 |
| See Stealth | 36.114050962765 |
| See Invisible | 44.114050962765 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
| Damage | 226 |
| Accuracy | 73 |
| Crit Chance | 71% |
| APR | 77 |
| Speed | 0.50 |
Offense: Spell
| Spellpower | 17.5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | -13% |
| Darkness | +18% |
| Mind | -2% |
| All | -20% |
Offense: Damage Penetration
| Lightning | +38% |
| Nature | +20% |
| Arcane | +30% |
| Mind | +25% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 36 (38.536585365854%) |
| Defense | 59 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 36 |
| Mental Save | 44 |
Defense: Resistances
| Nature | + 12%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 4%( 70%) |
| Temporal | + 4%( 70%) |
| Blight | + 10%( 70%) |
| Darkness | 0%( 70%) |
| Fire | + 7%( 70%) |
| All | -6%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 85% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 22% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 12.85 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 183% efficiency and cooldown mod of 66%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 204% efficiency and cooldown mod of 88%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Munitions | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Trained Reactions |
| detrimental effect | The target is on fire, taking 46.28 fire damage per turn. Burning |
| detrimental effect | The target is cursed, reducing all damage done by 28%. Curse of Impotence |
| detrimental effect | Cannot heal higher than 1118 life. Blood Lock |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 72.43 fire damage, and talent cooldowns are increased by 66% plus 1 turn. Burning Hex |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 24 life each turn. Recovery |
| detrimental effect | The target is on fire, taking 5.00 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| beneficial effect | Increases attack speed by 30%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
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 grave | active |
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. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Bethenn the skeleton magus. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by venom drake. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost anorithil from death by Xilrawe the weaver young. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by giant black ant. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity by +2. | 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 Shardskin. * 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 huge ice dragon that dwelled there. | 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 bound the transmogrification chest to the Fortress power system. | 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 southeast 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +22% Confusion immunity: +24% Stun/Freeze immunity: +25% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Daystrider (130/130, 76-106.4 power, 36 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 76.0 - 106.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +25.0% Capacity: 130 On weapon hit: * Slows global speed by 18% * leeches stamina from the target Travel speed: +200% Burst (radius 1) on hit: +12 acid / +8 physical / +4 light Burst (radius 2) on crit: +8 light When wielded/worn: Ammo reloads per turn: +16 Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
| Light source | Gloritha the Voidsmasher Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 darkness Changes stats: +5 Wil Changes resistances: +3% nature / +6% darkness Changes resistances penetration: +10% all Changes damage: +38% darkness Critical mult.: +17.00% Physical save: +14 (+5 eff.) Light radius: +2 Infravision radius: +8 See invisible: +8 Healing mod.: +29% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +10% all Mental save: +15 (+5 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Airqueen the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) Fatigue: -10% Effects on melee hit: * 19% chance to cause random gloom * 35% chance to daze at end of turn Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 19 bleed Changes stats: +10 Cun Changes resistances: +14% nature / +15% blight Changes resistances penetration: +20% arcane Maximum encumbrance: +40 Poison immunity: +19% Disease immunity: +26% Spellpower on spell critical (stacks up to 3 times): +11 Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Spellpower: +4 (+1 eff.) It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | HellsgasherPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 acid Changes stats: +2 Mag Changes resistances: +3% fire Spell save: +4 (+2 eff.) Mental save: +11 (+4 eff.) Confusion immunity: +51% Rings can have magical properties. |
| Around waist | Adirenn the drakeskin leather belt Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -12% Changes stats: +6 Dex / +8 Mag / +5 Cun / +10 Lck Critical mult.: +37.00% Trap disarming bonus: +30 Stealth bonus: +15 Maximum encumbrance: +30 Physical save: +9 (+3 eff.) Life regen: +0.60 Mana each turn: +0.60 Maximum mana: +47.00 Infravision radius: +6 A belt that goes around your waist. |
| In main hand | Cloudream the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 Crit. chance: +0.0% Attack speed: 143% Firing range: +10 On weapon hit: * 30% chance to daze at end of turn * Slows global speed by 40% * flashes light on your target dealing 49 damage Travel speed: +200% Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +23 (+5 eff.) Changes stats: +12 Str / +15 Dex / +5 Mag / +6 Wil / +6 Cun / +7 Con Changes resistances: +9% fire / +9% light / +6% temporal Changes resistances penetration: +28% lightning Critical mult.: +9.00% Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Main armor | Ce'Nowen the Oakblast (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances penetration: +10% nature / +15% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Life regen: +2.40 Equilibrium when hit: +0.04 Maximum life: +96.00 Maximum hate: +4.00 Healing mod.: +30% A suit of armour made of leather. |
| Cloak | elven-silk cloak 'Bethymina' (14 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+8 eff.) Armour penetration: +7 Defense: +14 (+3 eff.) Fatigue: -7% Damage when hit (Melee): 16 arcane Changes stats: +4 Cun / +5 Dex Changes resistances: +30% lightning / +3% temporal Physical save: +11 (+4 eff.) Spell save: +20 (+8 eff.) Stun/Freeze immunity: +50% Mana when firing critical spell: +2.00 Maximum life: +88.00 Maximum stamina: +40.00 Spell crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ce'Nalaith the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +10 Str / +3 Cun / +2 Con Changes damage: +18% mind / +7% physical Combat speed: +10% Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 137% / cooldown 67%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 67%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 53 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] 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. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Hanalar the SkyclashInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Dex / +2 Con Changes resistances: +13% lightning Changes resistances penetration: +5% lightning Stun/Freeze immunity: +22% Life regen: +0.40 Amulets can have magical properties. |
SalellePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +7 Dex / +1 Wil / +1 Con Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Infravision radius: +2 See invisible: +6 Rings can have magical properties. |
Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Sawrd (30-48 power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical bleed Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 158% damage with a 50% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
swiftstrike hardened leather sling of recursionRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% Slings are used to hurl stones or metal shots at your foes. |
rough leather belt 'Ivelle'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Maximum encumbrance: +0 Mental save: +6 (+2 eff.) Blindness immunity: +15% Confusion immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +5% Maximum life: +33.00 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Erelen (2 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun / +2 Dex Changes resistances: +7% acid / +6% temporal / +26% cold / +8% lightning / +7% fire Changes resistances penetration: +5% temporal Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hellsrend the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes stats: +1 Cun / +1 Con Changes resistances: +9% acid Changes resistances penetration: +10% fire Changes damage: +9% acid Physical save: +12 (+4 eff.) Mental save: +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tuluchik the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Damage (Melee): 14 nature / 13 fire Changes stats: +1 Cun Changes resistances: +7% nature / +7% fire Changes resistances penetration: +10% mind / +5% temporal Changes damage: +6% nature / +8% fire Physical save: +7 (+3 eff.) Mental save: +27 (+9 eff.) Disarm immunity: +43% Mental crit. chance: +1% Metal gloves protecting the hands up to the middle of the lower arm. |
Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Grants telepathy: Dragon Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Koryvor the Duatheltyphoon (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +5 Dex / +1 Cun Changes resistances penetration: +25% darkness Light radius: +3 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
dwarven-steel helm 'Galohell' (6 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+1 eff.) Fatigue: +4% Changes stats: +4 Mag / +5 Wil / +0 Cun Changes resistances: +9% lightning / +4% all Changes damage: +10% blight / +7% arcane Physical save: +20 (+7 eff.) Mental save: +0 (+0 eff.) Blindness immunity: +10% Confusion immunity: +10% Only die when reaching: -20.00 life Spell crit. chance: +3% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
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. |
998 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. |
10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 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. |
woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
11 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 21.83 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] 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 (84 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
amazing healing salve [power 596] amazing healing salve [power 596]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 204% efficiency and 88% cooldown modifier. It can be used to heal 596, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent water salve [power 26] potent water salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 204% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (26% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 31] powerful frost salve [power 31]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 204% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (31% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. |
good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
3 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, 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. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
8 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. |
4 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
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Skeleton master archer the Skeleton Archer level 32
46th Regrowth 123rd year of Ascendancy at 05:06 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Skeleton master archer the Skeleton Archer level 30
23rd Regrowth 123rd year of Ascendancy at 22:28 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Skeleton master archer the Skeleton Archer level 34
58th Regrowth 123rd year of Ascendancy at 20:39 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Skeleton master archer the Skeleton Archer level 26
4th Regrowth 123rd year of Ascendancy at 01:24 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Skeleton master archer the Skeleton Archer level 8
2nd Flare 122nd year of Ascendancy at 04:08 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Skeleton master archer the Skeleton Archer level 33
55th Regrowth 123rd year of Ascendancy at 02:19 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Skeleton master archer the Skeleton Archer level 29
22nd Regrowth 123rd year of Ascendancy at 13:16 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Skeleton master archer the Skeleton Archer level 20
62nd Dusk 122nd year of Ascendancy at 15:22 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Skeleton master archer the Skeleton Archer level 31
32nd Regrowth 123rd year of Ascendancy at 13:14 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skeleton master archer the Skeleton Archer level 22
6th Haze 122nd year of Ascendancy at 21:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Skeleton master archer the Skeleton Archer level 10
9th Flare 122nd year of Ascendancy at 15:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Skeleton master archer the Skeleton Archer level 20
61st Dusk 122nd year of Ascendancy at 11:15 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Skeleton master archer the Skeleton Archer level 30
22nd Regrowth 123rd year of Ascendancy at 22:14 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Skeleton master archer the Skeleton Archer level 40
4th Mirth 123rd year of Ascendancy at 19:53 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Skeleton master archer the Skeleton Archer level 15
35th Dusk 122nd year of Ascendancy at 14:41 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Skeleton master archer the Skeleton Archer level 30
23rd Regrowth 123rd year of Ascendancy at 15:27 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Skeleton master archer the Skeleton Archer level 22
15th Haze 122nd year of Ascendancy at 00:07 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Skeleton master archer the Skeleton Archer level 34
55th Regrowth 123rd year of Ascendancy at 05:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Skeleton master archer the Skeleton Archer level 10
10th Flare 122nd year of Ascendancy at 04:14 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Skeleton master archer the Skeleton Archer level 39
67th Pyre 123rd year of Ascendancy at 12:51 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Skeleton master archer the Skeleton Archer level 11
9th Dusk 122nd year of Ascendancy at 21:53 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Skeleton master archer the Skeleton Archer level 20
62nd Dusk 122nd year of Ascendancy at 07:01 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Skeleton master archer the Skeleton Archer level 36
21st Pyre 123rd year of Ascendancy at 15:32 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Skeleton master archer the Skeleton Archer level 19
50th Dusk 122nd year of Ascendancy at 02:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Skeleton master archer the Skeleton Archer level 13
17th Dusk 122nd year of Ascendancy at 06:28 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Skeleton master archer the Skeleton Archer level 18
45th Dusk 122nd year of Ascendancy at 03:01 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Skeleton master archer the Skeleton Archer level 30
23rd Regrowth 123rd year of Ascendancy at 11:36 see stats
Log
Skeleton master archer's Shoot hits Mayima the brittle clear ooze for (74 to psi shield), 23 physical, (1 to psi shield), 0 physical, (3 to psi shield), 1 acid, (2 to psi shield), 1 physical, 1 light, 51 light (77 total damage).
Skeleton master archer's Shoot hits Brittle clear ooze for 3 acid, 3 physical, 2 light (7 total damage).
Skeleton master archer's Shoot performs a ranged critical strike against Ghoul!
Ghoul starts to bleed.
Ghoul slows down.
Skeleton master archer's Shoot hits Ghoul for 254 physical, 1 physical, 4 acid, 3 physical, 1 light, 1 light (264 total damage).
Fire wyrm's devouring flames area effect drains life from Mayima the brittle clear ooze!
Fire wyrm's devouring flames area effect drains life from Brittle clear ooze!
Fire wyrm's devouring flames area effect drains life from The Shade of Telos!
Something receives 2 healing from The Shade of Telos.
Something receives 7 healing from Mayima the brittle clear ooze.
Something receives 7 healing from Brittle clear ooze.
Fire wyrm's devouring flames area effect hits Fire drake for 0 fire damage.
Fire wyrm's devouring flames area effect hits Fire drake for 0 fire damage.
Fire wyrm's devouring flames area effect hits The Shade of Telos for 18 fire damage.
Fire wyrm's devouring flames area effect hits Mayima the brittle clear ooze for 52 fire damage.
Fire wyrm's devouring flames area effect hits Skeleton master archer for (48 absorbed), 0 fire (0 total damage).
Fire wyrm's devouring flames area effect hits Brittle clear ooze for 52 fire damage.
Skeleton master archer shoots!
Burning from Fire drake hits Brittle clear ooze for 46 fire damage.
Skeleton master archer's Shoot hits Ghoul for 93 physical, 1 physical, 4 acid, 3 physical, 1 light, 12 light (113 total damage).
The protective shield of The Shade of Telos disappears.
The Shade of Telos casts Freeze.
The Shade of Telos's spell attains critical power!
Skeleton master archer reacts to damage from The Shade of Telos, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Skeleton master archer crumbles.
Skeleton master archer is recovering from the damage!
Saving game...


































































































































