








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| 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 | Infinite |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 47 / 8% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 82 (base 43) |
| Dexterity | 73 (base 25) |
| Constitution | 93 (base 60) |
| Magic | 86 (base 60) |
| Willpower | 75 (base 44) |
| Cunning | 81 (base 17) |
Resources
| Life | 1508/1508 |
| Paradox | 300 |
| Hate | 50/112 |
| Psi | 150/165 |
| Vim | 192/192 |
| Steam | 100/100 |
| Positive | 54/148 |
| Stamina | 343/380 |
| Equilibrium | 15 |
| Healing Factor | 1.5533840304183 |
| Regeneration | 7.8445893536124 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +64.90328141073% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 16 |
| See Invisible | 25 |
Offense: Barehand
| Damage | 70 |
| Accuracy | 59 |
| Crit Chance | 58% |
| APR | 20 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Temporal | +32% |
| Arcane | +32% |
| Physical | +17% |
| All | +2% |
Offense: Damage Penetration
| Physical | +15% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 111.93316907636 (64.670658682635%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 74 |
| Spell Save | 65 |
| Mental Save | 78 |
Defense: Resistances
| Acid | + 61%( 70%) |
| Blight | + 61%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 53%( 70%) |
| All | + 15%( 70%) |
| Mind | + 48%( 70%) |
| Lightning | + 67%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 59%( 80%) |
| Physical | + 36%( 70%) |
| Darkness | + 42%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Confusion Resistance | 100% |
| Fear Resistance | 30% |
| Poison Resistance | 57% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 90% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 33% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -645 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 54 and cleanse 1 wound and 1 poison effect. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 296 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 109 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cursed / Endless hunt | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Pugilism | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Corruption / Torture | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Combat | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Conditioning | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Light |
| talent | Wild Growth |
| talent | Infestation |
| talent | Surge |
| talent | Stalk |
| talent | Striking Stance |
| talent | Daunting Presence |
| talent | Reality Smearing |
| talent | Abyssal Shield |
| talent | Eternal Suffering |
| talent | Second Life |
| talent | Ruin |
| talent | Weapon of Wrath |
| talent | Beyond the Flesh |
| detrimental effect | On death will restore to the source up to 6 times the vim's worth. Bleak Outcome |
| detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 11)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 14)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 17) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 18) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 20)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 21) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 23) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: Random Artifact: Carrionwoe (1 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 37)You completed the challenge and received: Random Artifact: Velildara | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 40)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 43) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 44) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 47) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 48)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 56)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 57)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 60) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 8) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 39)Turns left: 0 You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 26)You completed the challenge and received: +1 Category Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 54)You completed the challenge and received: Random Artifact: Cyreba (30-36 power, 6 apr, fire element) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 58)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 59)You completed the challenge and received: Random Artifact: Sparkstoker (30-36 power, 6 apr, temporal element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 15)You completed the challenge and received: +1 Prodigy Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 27)You completed the challenge and received: +1 Class Point and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 29)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 30)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 31)You completed the challenge and received: +1 Category Point and +1 Prodigy Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 34)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 35)You completed the challenge and received: +1 Category Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 41)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 42)You completed the challenge and received: +1 Category Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 49)You completed the challenge and received: +1 Class Point and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 51)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 52)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 53)You completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 55)You completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Leave the level in less than 192 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (192) (Level 25)Turns left: 110 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 309 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (309) (Level 10)Turns left: 180 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 60 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (60) (Level 50)Turns left: 9 You completed the challenge and received: Random Artifact: Skybreak | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
| Light source | Kehor the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +5% blight / +11% darkness / +5% arcane Changes damage: +30% arcane Mental save: +12 (+2 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +7 Infravision radius: +5 See stealth: +16 See invisible: +25 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 32 blight damage or heals 47 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +22 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +15 (+3 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +6 Cun Changes resistances: +10% nature / +10% blight Poison immunity: +27% Disease immunity: +13% Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
| Around waist | Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Fatigue: +0% Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Maximum encumbrance: +0 Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% Slows Projectiles: +25% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| Main armor | Purenail (27 def, 53 armour) Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +53 Defense: +27 (+7 eff.) Fatigue: +9% Effects on melee hit: * Slows global speed by 32% Damage when hit (Melee): 50 physical Changes stats: +16 Cun / +10 Dex Changes resistances: +15% acid / +18% cold Allows you to breathe in: water Mental save: +34 (+7 eff.) Poison immunity: +15% Knockback immunity: +25% A suit of armour made of leather. |
| On feet | Aroregohad (0 def, 11 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: -2% Changes resistances: +6% lightning / +12% cold / +9% mind Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Disease immunity: +15% Pinning immunity: +50% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.60 Only die when reaching: -80.00 life Maximum life: +38.00 Movement speed: +10% A pair of boots made of leather. |
| On hands | Murkflash (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +3 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 9 lightning Damage when hit (Melee): 4 fire Changes stats: +6 Str / +6 Con Changes resistances: +10% lightning / +9% fire / +6% darkness Changes resistances penetration: +5% fire Changes damage: +11% lightning Talent granted: +5 Iron Grip Physical save: +29 (+7 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +150% When used to modify unarmed attacks: Base power: 36.5 - 40.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Lightning Breath (10% chance level 5). On weapon hit: * 44% chance to inflict 15% damage reduction Damage (Melee): +28 physical / +12 darkness Burst (radius 2) on crit: +15 lightning Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Cloak | Threads of Fate (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +30% lightning / +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Stun/Freeze immunity: +50% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.1 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
| Around neck | stralite amulet 'Silurimina'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str Changes resistances: +6% light / +12% temporal Physical save: +6 (+2 eff.) Poison immunity: +15% Confusion immunity: +50% Stun/Freeze immunity: +20% Amulets can have magical properties. |
Inventory
medical injector implant of the sneak (efficiency 140% / cooldown 50%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 141% / cooldown 90%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 90%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 143% / cooldown 59%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 200% / cooldown 71%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 71%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 12)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: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 60 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 12)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: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.7 steam per turn. Can be activated for an instant burst of 58 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (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: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 12)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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the duelist (heal 692 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 692 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 442 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 442 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 461 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 461 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 6; power 61; turns 5; dispels darkness)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 61) for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
invisibility rune (power 8 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 8) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 16; power 50; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 50%, your defense is increased by 50 and all your resistances by 50%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 12; power 42; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 9; dur 16; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 27) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any humanoid around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Iron Grip Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Itching Powder Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
SkybreakInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +2 Str / +1 Mag / +1 Wil / +9 Cun / +1 Con Changes resistances: +3% lightning / +3% temporal / +6% light / +9% blight / +9% cold Changes damage: +12% lightning Blindness immunity: +25% Cut immunity: +70% Infravision radius: +8 Sight radius: +2 See invisible: +13 Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 217 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
This item will automatically be transmogrified when you leave the level.archmage's stralite amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes damage: +6% acid / +7% fire / +8% cold / +7% lightning Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +42.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.starseer's stralite amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Mag Changes damage: +8% darkness / +7% temporal / +6% light / +7% physical Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +29.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.gladiator's voratun ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * 28% chance to blind Damage (Melee): 35 light Effects on ranged hit: * 21% chance to blind Damage (Ranged): 43 light Changes stats: +8 Str / +9 Con Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.sneakthief's stralite ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +11 Defense: +13 (+3 eff.) Changes stats: +8 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
stralite ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to blind Damage (Melee): 36 light Effects on ranged hit: * 17% chance to blind Damage (Ranged): 30 light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.caustic voratun battleaxe of rage (55.5-83.25 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 26% chance to corrode armour by 30% When wielded/worn: Accuracy: +17 (+4 eff.) Changes stats: +7 Str Changes resistances penetration: +19% acid Changes damage: +19% physical Life regen: +4.00 Stamina when hit: +3.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Swordbreaker (25-32.5 power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stat: 80% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.thunderous dwarven-steel dagger (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 12% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +8% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thunderous steel dagger (14-18.2 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8% chance to daze at end of turn When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thunderous stralite dagger (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +4 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +11% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thunderous voratun dagger of shearing (37-48.1 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 23% chance to daze at end of turn When wielded/worn: Armour penetration: +10 Changes stats: +3 Str / +3 Dex / +4 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances penetration: +12% lightning / +8% physical Changes damage: +9% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite dagger of crippling (30.5-39.65 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Physical power: +9 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +21% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Betaba the voratun greatmaul (66-99 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Burst (radius 1) on hit: +28 fire When wielded/worn: Changes stats: +5 Cun / +3 Wil Changes resistances penetration: +24% acid / +24% fire / +20% lightning / +24% cold Changes damage: +6% temporal Psi when hit: +0.08 Hate when firing a critical mind attack: +5.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.arcing stralite greatmaul of crippling (51.5-77.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.5 - 77.3 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +23 lightning When wielded/worn: Physical crit. chance: +17.0% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Relgadir the voratun greatsword (59-94.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +20% Damage (Melee): +26 acid Burst (radius 1) on hit: +12 arcane When wielded/worn: Changes stats: +4 Str Changes resistances: +6% acid / +12% cold / +6% mind Silence immunity: +25% Confusion immunity: +15% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.inquisitor's iron greatsword of crippling (13.5-21.6 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.5 - 21.6 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn On weapon crit: * cripple the target * burns latent spell energy When wielded/worn: Physical crit. chance: +10.0% Massive two-handed swords. |
iron greatsword (17.5-28 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steady dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +38 (+10 eff.) Physical crit. chance: +24.0% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Everpyre Blade (38-53.2 power, 10 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 225.33 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of massacre (53.5-74.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 53.5 - 74.9 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +11 Changes resistances penetration: +11% physical Sharp, long, and deadly. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (290 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 26.24 mind damage, 26.24 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.19 mind and 2.19 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
This item will automatically be transmogrified when you leave the level.inquisitor's mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 12 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +4% arcane Spell save: +3 (+1 eff.) Mental save: +3 (+0 eff.) Maximum psi: +14.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level.mighty drakeskin leather sling of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +17 nature When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +7 Str Changes resistances: +9% all Changes resistances penetration: +12% nature Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.thunderous drakeskin leather sling of fire Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 15% chance to daze at end of turn Damage (Ranged): +16 fire When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +15% lightning Changes damage: +18% fire Slings are used to hurl stones or metal shots at your foes. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+7 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
VelildaraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Armour: +24 Defense: +17 (+4 eff.) Fatigue: +0% Changes stats: +1 Str / +1 Dex Changes resistances: +5% arcane Changes resistances penetration: +5% physical Changes damage: +3% physical Critical mult.: +3.00% Maximum encumbrance: +0 Physical save: +33 (+8 eff.) Life regen: +0.20 Healing mod.: +5% A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +0% lightning / +25% cold / -15% fire / +8% all Stun/Freeze immunity: +0% It can be used to release a radius 4 chilling blast, instantly dealing 339.66 cold damage and condensing the air into freezing vapors that deal 113.22 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +0% lightning / +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Stun/Freeze immunity: +0% Spellpower: +8 (+2 eff.) It can be used to activate talent Barrier (costing 40 power out of 40/40) : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 256 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
cashmere cloak 'Ragerogrim' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +3 Dex / +3 Cun / +1 Con Changes resistances: +0% lightning / +5% arcane / +3% nature Changes damage: +9% acid Stun/Freeze immunity: +0% Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% A stylish kruk-style cloak, to look awesome. |
This item will automatically be transmogrified when you leave the level.wyrmwaxed elven-silk cloak of the hunter (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +21 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes resistances: +10% acid / +9% fire / +9% lightning / +9% cold Maximum life: +110.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +0 Defense: +6 (+1 eff.) Fatigue: +0% Damage when hit (Melee): 0 physical Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+7 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
This item will automatically be transmogrified when you leave the level.spellwoven elven-silk robe of protection (9 def, 4 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Physical save: +26 (+6 eff.) Spell save: +26 (+6 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level.scholar's pair of drakeskin leather boots of uncanny dodging (7 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +5% Spellpower: +5 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Chargespawn (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +18 (+5 eff.) Armour: +7 Effects on melee hit: * 33% chance to daze at end of turn Changes stats: +4 Str / +2 Dex Critical mult.: +6.00% Maximum life: +30.00 When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +16.0% Attack speed: 125% Damage (Melee): +36 lightning / +28 physical Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's drakeskin leather gloves of strength (+4) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +17 (+5 eff.) Armour: +3 Damage (Melee): 6 acid / 8 fire / 7 cold / 7 lightning Changes stats: +4 Str / +3 Mag / +4 Wil When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% Damage (Melee): +9 ice / +23 fire / +26 acid / +13 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Brodedur' (0 def, 12 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Damage (Melee): 15 physical Changes stats: +3 Con Changes damage: +11% physical Spell save: +31 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +6 (+1 eff.) When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Sand Breath (10% chance level 5). Damage Shield penetration (this weapon only): +40% Damage (Melee): +16 blight Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +14 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's drakeskin leather gloves (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 7 mind Changes resistances: +6% mind Changes damage: +4% mind Disarm immunity: +0% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Psychic Lobotomy (20% chance level 5). Burst (radius 2) on crit: +8 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.scouring voratun gauntlets of war-making (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +3 Effects when hit in melee: * 32% chance to reduce effective powers by 20% * 25 arcane resource burn Critical mult.: +10.00% Spell save: +23 (+6 eff.) Spell crit. chance: +14% Mental crit. chance: +15% When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 125% When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 35% chance to reduce effective powers by 20% * 33 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming drakeskin leather gloves of magic (+4) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes damage: +9% arcane Disarm immunity: +0% Mana each turn: +0.31 Spellpower: +8 (+2 eff.) Spell crit. chance: +7% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +32 arcane Burst (radius 2) on crit: +11 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 159.68 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
This item will automatically be transmogrified when you leave the level.Murkroar the drakeskin leather hat (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +4.0% Armour: +5 Fatigue: +5% Changes damage: +9% darkness / +6% physical Grants telepathy: Demon/Minor Demon/Major Physical save: +67 (+15 eff.) Psi when hit: +0.08 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.voratun helm of trickery (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Giledar the Morningravager (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * 33% chance to blind * 22% chance to disease Damage when hit (Melee): 8 light Changes resistances: +7% physical Changes resistances penetration: +15% blight / +15% light Changes damage: +9% light / +9% blight Physical save: +16 (+4 eff.) Light radius: +3 A suit of armour made of leather. |
duelist's drakeskin leather armour of the void (11 def, 16 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +11 (+3 eff.) Fatigue: +8% Damage (Melee): 8 darkness Damage (Ranged): 8 darkness Changes stats: +7 Cun / +8 Dex Changes resistances: +18% darkness / +17% temporal Defense after a teleport: +14 Resist all after a teleport: +21% New effects duration reduction after a teleport: +21% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour of the wind (17 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Armour: +8 Defense: +17 (+4 eff.) Fatigue: +8% Changes stats: +8 Cun / +8 Wil Mental save: +18 (+4 eff.) Stamina each turn: +1.30 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 197 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour of the wind (19 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +16 Physical crit. chance: +10.0% Armour: +8 Defense: +19 (+5 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Wil Mental save: +14 (+3 eff.) Stamina each turn: +1.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 214 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.multi-hued rough leather armour of alacrity (1 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +7% acid / +7% physical / +7% cold / +8% lightning / +7% fire Mindpower: +7 (+2 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
searing drakeskin leather armour of Eyal (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 15 acid / 19 fire Damage when hit (Melee): 13 acid / 12 fire / 0 physical Changes resistances: +15% acid / +28% fire Life regen: +1.00 Maximum life: +70.00 Healing mod.: +18% A suit of armour made of leather. |
troll-hide drakeskin leather armour of Eyal (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% Damage when hit (Melee): 0 physical Life regen: +15.20 Maximum life: +142.00 Healing mod.: +44% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.volcanic drakeskin leather armour of delving (5 def, 22 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +22 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Changes stats: +8 Str Changes resistances: +36% physical / +16% darkness / +18% fire Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.fortifying stralite plate armour of thunder (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +18 (+5 eff.) Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +13 Str / +7 Mag / +7 Wil / +6 Con Changes resistances: +18% lightning Maximum life: +82.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +8% Mindpower: +16 (+5 eff.) Mental crit. chance: +9% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.scouring dwarven-steel shield (8 def, 2 armour, 84 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 24% chance to reduce effective powers by 20% * 24 arcane resource burn Changes stats: +6 Con Changes resistances: +13% acid / +11% nature Talent granted: +3 Block Handheld deflection devices. |
5 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. |
551 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. |
4 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. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all 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 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) 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 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of predation (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Str / +4 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
3 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Flashmortal the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes resistances: +12% acid / +3% lightning Changes damage: +15% acid Mental save: +7 (+1 eff.) Light radius: +3 See stealth: +5 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (130 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. |
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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
Frozen Shards (21/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stat: 92% Cun Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Scattermind (15/20, 17-20.4 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 17.0 - 20.4 Uses stat: 96% Cun Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Eilinamithra [power 105] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% acid / +9% blight Disease immunity: +5% Pinning immunity: +5% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 105 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
quiet dwarven-steel torque of thermal psionic shield [power 73] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 73 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.telekinetic voratun torque of kinetic psionic shield [power 139] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent granted: +3 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 139 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Polikira the yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +15% cold / +12% fire Changes resistances penetration: +15% blight Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web Physical save: +39 (+9 eff.) Spell save: +33 (+8 eff.) Poison immunity: +20% Disarm immunity: +30% Pinning immunity: +20% Teleport immunity: +25% It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.forceful yew totem of thorny skin [power 44] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
2 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. |
This item will automatically be transmogrified when you leave the level.striking yew wand of trap destruction [power 69] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike It can be used to disarm traps (69 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.volcanic dragonbone wand of conjuration [power 535] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +4 Volcano It can be used to fire a bolt of a random element with (base) damage 268 to 535, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Lifer the Cornac Adventurer level 34
45th Dusk 122nd year of Ascendancy at 23:50 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Lifer the Cornac Adventurer level 45
74th Dusk 122nd year of Ascendancy at 17:28 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Lifer the Cornac Adventurer level 23
26th Dusk 122nd year of Ascendancy at 16:11 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Lifer the Cornac Adventurer level 35
48th Dusk 122nd year of Ascendancy at 08:38 see stats
Infinite x10 (Nightmare (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Lifer the Cornac Adventurer level 13
9th Flare 122nd year of Ascendancy at 08:45 see stats
Infinite x20 (Nightmare (Roguelike) difficulty)
Got to level 20 of the infinite dungeon.By Lifer the Cornac Adventurer level 20
21st Dusk 122nd year of Ascendancy at 14:27 see stats
Infinite x30 (Nightmare (Roguelike) difficulty)
Got to level 30 of the infinite dungeon.By Lifer the Cornac Adventurer level 26
31st Dusk 122nd year of Ascendancy at 23:28 see stats
Infinite x40 (Nightmare (Roguelike) difficulty)
Got to level 40 of the infinite dungeon.By Lifer the Cornac Adventurer level 35
48th Dusk 122nd year of Ascendancy at 06:56 see stats
Infinite x50 (Nightmare (Roguelike) difficulty)
Got to level 50 of the infinite dungeon.By Lifer the Cornac Adventurer level 40
64th Dusk 122nd year of Ascendancy at 06:42 see stats
Infinite x60 (Nightmare (Roguelike) difficulty)
Got to level 60 of the infinite dungeon.By Lifer the Cornac Adventurer level 45
74th Dusk 122nd year of Ascendancy at 17:28 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Lifer the Cornac Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 22:09 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Lifer the Cornac Adventurer level 20
16th Dusk 122nd year of Ascendancy at 07:43 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Lifer the Cornac Adventurer level 30
37th Dusk 122nd year of Ascendancy at 03:59 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Lifer the Cornac Adventurer level 40
60th Dusk 122nd year of Ascendancy at 22:32 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Lifer the Cornac Adventurer level 45
74th Dusk 122nd year of Ascendancy at 22:21 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Lifer the Cornac Adventurer level 33
43rd Dusk 122nd year of Ascendancy at 18:50 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lifer the Cornac Adventurer level 20
18th Dusk 122nd year of Ascendancy at 14:03 see stats
Log
Lifer deactivates Striking Stance.
Lifer deactivates Daunting Presence.
Lifer deactivates Weapon of Light.
Lifer deactivates Ruin.
Lifer deactivates Infestation.
Lifer deactivates Second Life.
Lifer deactivates Weapon of Wrath.
Lifer deactivates Surge.
Lifer deactivates Stalk.
Lifer deactivates Reality Smearing.
Lifer deactivates Eternal Suffering.
Lifer deactivates Wild Growth.
Lifer deactivates Beyond the Flesh.
Lifer deactivates Abyssal Shield.



















































































































































































