










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved player targetting 1.2.0Player's targetting improvements. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 37 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Yvowe the thief at level 37 on the 28th Pyre 123rd year of Ascendancy at 12:51 / 2Killed by Isavea the skeleton warrior at level 37 on the 29th Pyre 123rd year of Ascendancy at 11:49 |
Primary Stats
| Strength | 75 (base 60) |
| Dexterity | 11 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 67 (base 60) |
| Willpower | 26 (base 10) |
| Cunning | 42 (base 33) |
Resources
| Life | -459/569 |
| Insanity | 15/100 |
| Paradox | 300 |
| Steam | 100/100 |
| Healing Factor | 1.5938297872341 |
| Regeneration | 201.50375708737 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +153.35107527473% |
| Spell | +24.90967423812% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 13 |
| Crit Chance | 40% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 24 |
| Crit Chance | 40% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 32% |
| Speed | 0.80057850290576 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +110% |
| Fire | +6% |
| Temporal | +140% |
| Blight | +24% |
| Arcane | +12% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +43% |
| Lightning | +15% |
| Mind | +15% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 59.494594422445 (35.629139072848%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 40 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Physical | + 48%( 70%) |
| Cold | + 43%( 70%) |
| All | + 38%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 65%( 70%) |
| Darkness | + 64%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 44% |
| Poison Resistance | 25% |
| Blind Resistance | 100% |
| Silence Resistance | 40% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 90% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 161% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 498 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Chronophage | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Demented / Nether | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Atrophy |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
| detrimental effect | The target is wasting away from entropic forces, taking 25 damage per turn. Entropic Wasting |
| beneficial effect | The target assumes the form of a telugoroth. Temporal Form |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Increases spellcast speed by 25%. 10 Temporal Feast |
| detrimental effect | The target is hexed, granting it 35% chance each turn to be dazed for 3 turns. Pacification Hex |
| beneficial effect | Increases defense by 7. Mobile Defense |
| beneficial effect | A flow of life spins around the target, regenerating 99.56 life per turn. Regeneration |
| detrimental effect | The target has been splashed with acid, taking 8.70 acid damage per turn, reducing armour by 9 and attack by 9. Acid Splash |
| beneficial effect | Moving at extreme speed (153% faster). Any action other than movement will cancel it. Accelerate |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 5 and doing 39.02 blight damage per turn. Decrepitude Disease |
| beneficial effect | The target is regaining 16 life per turn and refreshing talents at twice the normal rate. Invigorate |
| beneficial effect | Fight to the brink of death, can not die before going under -395 life (but life under 0 is not shown) and increases all resistances by 23%. Pain Suppressor Salve |
| detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 37.93 blight damage per turn. Rotting Disease |
| beneficial effect | The target has 20 increased saves and defense, 15% increased critical chance, and 9% chance to avoid all damage. 10 Jinx |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
Escort the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell) | active |
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 repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed chunk of ghoul flesh. * You've found the needed vial of fire wyrm saliva. | 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! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | pair of hardened leather boots 'Layitta' (0 def, 15 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +15 Fatigue: +3% Changes stats: +2 Wil / +1 Mag Changes resistances: +8% acid / +9% fire / +8% cold / +7% lightning Changes damage: +6% arcane / +3% blight Critical mult.: +10.00% Physical save: +12 (+4 eff.) Spell save: +9 (+3 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Life regen: +2.60 Infravision radius: +2 Healing mod.: +16% A pair of boots made of leather. |
| Light source | GloomripperPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 20 darkness / 13 fire Changes resistances: +6% fire Changes resistances penetration: +15% lightning / +15% darkness Changes damage: +30% darkness Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | dwarven-steel helm 'Erelirim' (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+6 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes stats: +0 Cun / +5 Con Changes resistances: +10% lightning / +8% temporal Mental save: +0 (+0 eff.) Silence immunity: +40% Only die when reaching: -60.00 life Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic hardened leather gloves of strength (+3) (0 def, 6 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +6 Changes stats: +3 Str Talent granted: +4 Iron Grip Mental save: +7 (+3 eff.) Disarm immunity: +90% Maximum life: +54.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Furnaceoozer (dig speed 23 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Wil Changes resistances penetration: +15% mind Changes damage: +6% mind / +6% fire Critical mult.: +10.00% Psi when hit: +0.28 Lowers spell cool-downs by: 10% Mindpower: +14 (+6 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | IsitiraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Critical mult.: +20.00% Mental save: +40 (+12 eff.) Confusion immunity: +34% Psi when hit: +0.12 Hate when firing a critical mind attack: +5.00 Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
| Around neck | Blindbraze the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 darkness / 12 blight Changes damage: +27% darkness / +21% blight Teleport immunity: +50% It can be used to teleport you randomly (rad 37), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
| In main hand | Eilinygara the Suntorrent (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * flashes light on your target dealing 57 damage Damage (Melee): +8 fire When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +12.0% Physical power: +8 (+2 eff.) Changes stats: +5 Con / +4 Wil Changes resistances: +12% fire Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +30.00% Life regen: +1.10 Spellpower: +19 (+7 eff.) Spell crit. chance: +6% Healing mod.: +12% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Shadowglamour Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -20% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 8 darkness Changes resistances: +7% lightning / +6% temporal / +12% darkness Changes damage: +12% darkness Maximum encumbrance: +50 Light radius: +3 A belt that goes around your waist. |
| In off hand | vined mindstar 'Aragawe' (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 52 damage When wielded/worn: Changes stats: +5 Cun Changes damage: +6% arcane Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) Poison immunity: +25% Disease immunity: +10% Knockback immunity: +20% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Adura the Dourbloom (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str / +2 Dex / +2 Mag / +2 Wil Changes resistances: +30% darkness / +30% lightning Changes resistances penetration: +28% darkness Changes damage: +21% darkness Stealth bonus: +14 Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Treequench (2 def, 17 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +17 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 5 fire Damage when hit (Melee): 12 physical Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +11% fire / +3% nature / +16% physical Life regen: +6.50 Maximum life: +30.00 Healing mod.: +10% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 111% / cooldown 68%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 68%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 145% / cooldown 61%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 61%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 90% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 90% efficiency and cooldown mod of 51%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (29 nature damage, 52% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 28.71 nature damage per turn for 7 turns, and reducing the target's healing received by 52%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (254.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Inflicts 609.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (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. |
Arcbreacher the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +17% lightning / +3% nature Changes resistances penetration: +10% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
Belymima the SeargrindInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 16 nature Changes stats: +3 Dex Changes resistances: +27% fire Changes resistances penetration: +10% fire Amulets can have magical properties. |
ChitirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% blight / +9% fire / +18% light / +6% cold Cut immunity: +50% Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 172 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Curebright the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +6 Dex / +4 Wil Changes resistances: +17% darkness / +12% nature / +14% light Mental save: +30 (+10 eff.) Blindness immunity: +27% Stamina each turn: +0.60 Amulets can have magical properties. |
GlarewalkerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease * 30% chance to blind Damage when hit (Melee): 8 blight Changes resistances: +13% lightning / +6% light / +9% blight Stun/Freeze immunity: +26% Amulets can have magical properties. |
RadhydratirInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil / +5 Cun / +5 Con Changes resistances: +3% temporal Changes damage: +18% temporal Physical save: +5 (+2 eff.) Mental save: +8 (+3 eff.) Confusion immunity: +16% Life regen: +1.10 Maximum life: +35.00 Mindpower: +8 (+4 eff.) Amulets can have magical properties. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties. |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
insulating gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +15% cold / +17% fire Amulets can have magical properties. |
voratun amulet 'Arthykor'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +19 Changes stats: +2 Dex / +1 Mag / +2 Wil / +3 Cun Changes resistances: +25% mind / +13% temporal Critical mult.: +20.00% Confusion immunity: +50% Pinning immunity: +43% Knockback immunity: +41% Hate when firing a critical mind attack: +3.00 Amulets can have magical properties. |
voratun amulet of dexterity (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Dex Amulets can have magical properties. |
warrior's copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 281.75 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s), costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
FlashpainInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +25% fire Changes damage: +21% light Mental save: +8 (+3 eff.) Light radius: +3 Rings can have magical properties. |
Issalar the ShockworthCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 mind / 12 lightning Changes resistances: +6% mind Changes resistances penetration: +15% lightning / +15% mind Changes damage: +12% lightning / +24% mind Stun/Freeze immunity: +30% Life regen: +2.20 Rings can have magical properties. |
Kyndil the UnlightedgePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Mag Changes resistances: +9% darkness Changes resistances penetration: +15% blight Spell save: +6 (+2 eff.) Mana when firing critical spell: +5.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% Mindpower: +9 (+4 eff.) Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 22 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring 'Filthburst'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature / 4 fire Changes resistances: +9% nature Changes damage: +3% fire Mental save: +5 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
copper ring 'Urthakan'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% acid / +4% physical / +20% fire Changes damage: +10% fire Blindness immunity: +5% Pinning immunity: +10% Knockback immunity: +10% Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
copper ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
gold ring of fire (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
mule's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +24 Disarm immunity: +29% Pinning immunity: +23% Knockback immunity: +31% Maximum life: +34.00 Rings can have magical properties. |
psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Rings can have magical properties. |
rogue's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Mental save: +9 (+3 eff.) Confusion immunity: +27% Rings can have magical properties. |
steel ring 'Analarain'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +30% lightning / +20% fire Changes damage: +12% lightning / +10% fire / +3% acid Stun/Freeze immunity: +22% Life regen: +1.50 Rings can have magical properties. |
steel ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. |
steel ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +1.00 Rings can have magical properties. |
titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +24.00 Rings can have magical properties. |
voratun ring 'Urthonik'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Fatigue: -8% Changes stats: +2 Str / +8 Wil / +8 Cun Changes resistances: +8% physical Poison immunity: +10% Mindpower: +9 (+4 eff.) Rings can have magical properties. |
warrior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
warrior's steel ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+11 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
caustic steel mace of daylight (12-16.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 7% chance to corrode armour by 30% Damage (Melee): +7 light Damage against: +7% Undead When wielded/worn: Changes resistances penetration: +5% acid Life regen: +0.50 Blunt and deadly. |
Saluwen the thorny mindstar (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +7.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 1) on hit: +8 acid When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) Damage when hit (Melee): 12 acid / 7 mind / 3 darkness Changes resistances: +1% physical Changes damage: +6% mind / +6% darkness Critical mult.: +0.00% Life regen: +0.20 Only die when reaching: -40.00 life Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Shockbearer (6-6.6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +12 lightning When wielded/worn: Armour penetration: +5 Changes stats: +2 Str / +5 Con Changes resistances: +4% blight Changes resistances penetration: +10% lightning Changes damage: +4% nature Critical mult.: +0.00% Disease immunity: +10% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
earthen elven-wood starstaff of warding (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +2% Defense: +6 (+3 eff.) Maximum wards: +2 darkness Changes damage: +25% darkness Talents granted: +1 Command Staff +4 Ward Critical mult.: +0.00% Physical save: +3 (+1 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
BleakbornCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +1 Dex / +3 Cun / +6 Con Changes resistances: +3% darkness Changes damage: +3% darkness Stealth bonus: +6 A belt that goes around your waist. |
Eloldawen the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 20 mind Changes resistances: +12% blight Changes damage: +9% mind Critical mult.: +11.00% Mental save: +9 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +5% A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Emeliwe'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +8 (+5 eff.) Changes stats: +1 Dex Changes resistances penetration: +10% physical Mental save: +5 (+2 eff.) Maximum life: +50.00 Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Aratodur the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +7 Cun / +10 Con Changes resistances: +12% blight / +0% lightning Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) 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. |
Camiroddazor the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +6 Mag / +3 Con Changes resistances: +6% mind Changes damage: +9% mind Critical mult.: +15.00% Spell save: +6 (+2 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silirille (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +3 Mag / +6 Wil / +2 Cun Changes resistances: +0% lightning / +10% cold Changes resistances penetration: +10% mind Stun/Freeze immunity: +0% Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Drolakor' (1 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +12% acid / +0% lightning Spell save: +30 (+10 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +20% Stun/Freeze immunity: +30% Knockback immunity: +10% Spellpower on spell critical (stacks up to 3 times): +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+3 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +3 Wil / +1 Cun Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stargazer's silk robe (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Cun Changes damage: +12% light / +14% darkness Spellpower: +7 (+3 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Olirand' (3 def, 2 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Changes stats: +0 Str / +0 Dex / +0 Mag / +3 Wil / +0 Cun / +0 Con Changes resistances: +9% blight / +18% nature Changes damage: +12% nature / +3% mind Physical save: +15 (+5 eff.) Life regen: +1.50 Maximum life: +52.00 Maximum psi: +10.00 Mental crit. chance: +1% Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Daimukhad the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 12 mind Changes stats: +3 Cun / +2 Dex Changes resistances: +12% blight / +9% fire Physical save: +6 (+2 eff.) Hate when firing a critical mind attack: +1.00 Only die when reaching: -20.00 life It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Darkraptor the pair of iron boots (11 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 Defense: +11 (+4 eff.) Fatigue: +2% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction Changes resistances: +9% temporal Changes damage: +6% darkness / +3% temporal Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinurianne the Tempestmight (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +3 Dex / +6 Wil Changes resistances: +12% lightning / +6% temporal See invisible: +9 A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Elatira (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+7 eff.) Armour: +1 Changes stats: +1 Str / +2 Dex Critical mult.: +3.00% Disarm immunity: +0% Maximum life: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Disarm immunity: +0% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 15 power out of 16/16) : Effective talent level: 3.0 Power cost: 15 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 42.20 to 126.60 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Droduhir the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Con Changes resistances: +6% acid Blindness immunity: +15% Cut immunity: +20% Confusion immunity: +5% Pinning immunity: +15% A cap made of leather. |
Duvugar the hardened leather hat (9 def, 21 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +21 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +3% Changes stats: +2 Str / +4 Wil Changes resistances: +8% blight Mental save: +10 (+4 eff.) Maximum life: +40.00 A hat made of leather. Very stylish. |
Hetturath (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +0 Cun / +7 Str Changes resistances: +8% cold Grants telepathy: Dragon Allows you to breathe in: water Critical mult.: +15.00% Mental save: +0 (+0 eff.) Silence immunity: +0% Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +1% A cap made of leather. |
Ivadhessra the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +10 Wil / +2 Cun / +2 Con Grants telepathy: Dragon Mental save: +0 (+0 eff.) Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Sparkidol' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 lightning Changes resistances: +9% lightning / +11% light / +33% darkness Changes resistances penetration: +10% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Noonsweeper' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Mag / +2 Wil / +0 Cun / +7 Con Changes resistances: +6% fire / +3% light / +5% cold Mental save: +0 (+0 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Scaldvalor' (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +4 Cun Changes resistances penetration: +5% fire Changes damage: +6% fire Hate when firing a critical mind attack: +3.00 Mental crit. chance: +4% Infravision radius: +1 A cap made of leather. |
rough leather hat 'Flashblood' (6 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+11 eff.) Physical power: +4 (+1 eff.) Armour: +1 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +3 Str / +0 Cun / +5 Con Changes resistances penetration: +15% light Mental save: +0 (+0 eff.) Only die when reaching: -60.00 life Maximum life: +20.00 Healing mod.: +15% A hat made of leather. Very stylish. |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
554 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
17 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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 pain suppressor salve [power 245] amazing pain suppressor salve [power 245]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -245 life and reduces all damage by 23% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
great frost salve [power 17] great frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
great water salve [power 17] great water salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
powerful healing salve [power 202] powerful healing salve [power 202]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 202, putting Talent Medical Injector on cooldown for 14 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. |
powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Yvinne the steel torque of clear mind [power 2] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Mag / +5 Cun / +5 Con Changes resistances penetration: +25% mind Talent granted: +2 Telekinetic Blast It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Beliyon the ash totem of thorny skin [power 30] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes damage: +3% blight Grants telepathy: Humanoid/Orc Critical mult.: +20.00% Psi when hit: +0.12 Vim when firing critical spell: +2.00 Spellpower: +2 (+1 eff.) It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Olyrab the ash totem of thorny skin [power 29] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +9 Wil Changes resistances: +5% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Mana when firing critical spell: +6.00 Vim when firing critical spell: +2.00 Maximum vim: +20.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +3% It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Voidpower the elm totem of thorny skin [power 17] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes damage: +6% physical Physical save: +6 (+2 eff.) Stamina each turn: +0.20 Maximum life: +10.00 It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
10 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. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cultist05 the Cornac Cultist of Entropy level 10
8th Flare 122nd year of Ascendancy at 04:58 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Cultist05 the Cornac Cultist of Entropy level 35
57th Regrowth 123rd year of Ascendancy at 04:32 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Cultist05 the Cornac Cultist of Entropy level 25
76th Haze 122nd year of Ascendancy at 18:24 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Cultist05 the Cornac Cultist of Entropy level 35
55th Regrowth 123rd year of Ascendancy at 16:38 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 Cultist05 the Cornac Cultist of Entropy level 34
47th Regrowth 123rd year of Ascendancy at 04:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Cultist05 the Cornac Cultist of Entropy level 10
1st Flare 122nd year of Ascendancy at 03:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Cultist05 the Cornac Cultist of Entropy level 20
54th Haze 122nd year of Ascendancy at 03:04 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Cultist05 the Cornac Cultist of Entropy level 30
2nd Allure 123rd year of Ascendancy at 01:01 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Cultist05 the Cornac Cultist of Entropy level 18
40th Dusk 122nd year of Ascendancy at 12:14 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Cultist05 the Cornac Cultist of Entropy level 32
22nd Regrowth 123rd year of Ascendancy at 23:04 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Cultist05 the Cornac Cultist of Entropy level 33
46th Regrowth 123rd year of Ascendancy at 02:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Cultist05 the Cornac Cultist of Entropy level 10
1st Flare 122nd year of Ascendancy at 04:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Cultist05 the Cornac Cultist of Entropy level 14
19th Dusk 122nd year of Ascendancy at 01:55 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Cultist05 the Cornac Cultist of Entropy level 25
76th Haze 122nd year of Ascendancy at 23:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cultist05 the Cornac Cultist of Entropy level 16
27th Dusk 122nd year of Ascendancy at 05:13 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Cultist05 the Cornac Cultist of Entropy level 37
28th Pyre 123rd year of Ascendancy at 12:51 see stats
Log
Zubera the ghast's Soul Rot hits Cultist05 for 204 blight damage.
Cultist05 casts Netherblast.
Cultist05's spell attains critical power!
Lesser vampire is ignited by voidfire!
You collect a new ingredient: chunk of ghoul flesh (1).
Isavea the skeleton warrior is wasting away.
Lesser vampire has been cut from the timeline!
Cultist05 is invigorated.
Cultist05 leeches life from Lesser vampire!
Cultist05 receives 106 healing from Lesser vampire.
Cultist05 receives 38 healing from Prophecy of Ruin from Cultist05.
Cultist05 hits Zubera the ghast for 389 temporal damage.
Cultist05 hits Lesser vampire for 443 temporal, 221 temporal, 219 darkness (884 total damage).
Cultist05 killed Lesser vampire!
Cultist05 killed Zubera the ghast!
Cultist05 loses 19 health to the entropy.
Talent Dark Whispers is ready to use.
Talent Netherblast is ready to use.
Acid Splash from Zubera the ghast hits Cultist05 for 7 acid damage.
Decrepitude Disease from Zubera the ghast hits Cultist05 for 32 blight damage.
Rotting Disease from Zubera the ghast hits Cultist05 for 31 blight damage.
Cultist05 casts Accelerate.
Cultist05 is moving at extreme speed!
Isavea the skeleton warrior uses Flurry.
Isavea the skeleton warrior performs a melee critical strike against Cultist05!
Isavea the skeleton warrior performs a melee critical strike against Cultist05!
The shield around Isavea the skeleton warrior crumbles.
Saving game...





































































































































