











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Writhing One |
| Level / Exp | 30 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Lisatha the corrupted dendritic hemospinner at level 30 on the 14th Regrowth 123rd year of Ascendancy at 16:49 / 1 |
Primary Stats
| Strength | 68 (base 59) |
| Dexterity | 11 (base 10) |
| Constitution | 14 (base 13) |
| Magic | 73 (base 60) |
| Willpower | 38 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | -2/755 |
| Insanity | 99/100 |
| Healing Factor | 1.5626086956522 |
| Regeneration | 2.1095217391305 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 25.913931828235 |
| See Invisible | 25.913931828235 |
| Stealth | 21.167154604741 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 145 |
| Accuracy | 40 |
| Crit Chance | 10% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Darkness | +88% |
| Temporal | +18% |
| Blight | +63% |
| Mind | +18% |
| Fire | +24% |
| All | +15% |
Offense: Damage Penetration
| Mind | +25% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 44.413408721348 (66.666666666667%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 11 |
| Physical Save | 34 |
| Spell Save | 41 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 64%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 37%( 70%) |
| All | + 16%( 70%) |
| Darkness | + 35%( 70%) |
| Lightning | + 50%( 70%) |
| Temporal | + 31%( 70%) |
| Physical | + 20%( 70%) |
| Mind | + 34%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 39% |
| Bleed Resistance | 4% |
| Confusion Resistance | 54% |
| Stun Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 10% |
| Disarm Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 543% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chaos Orbs |
| beneficial effect | The target assumes the form of a dúathedlen. Corruption of the Doomed |
| beneficial effect | 4 pustules increasing resistance by 12%. Putrescent Pustule |
| beneficial effect | 5 stacks, +15% to all damage dealt. Chaos Orbs |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by carrion worm mass. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by Layerariawyn the war bear. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by carrion worm mass. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 105. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed storm wyrm claw. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ritch stinger. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Chargesmasher the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 mind Changes resistances penetration: +25% mind Changes damage: +3% mind / +3% lightning Silence immunity: +24% Confusion immunity: +22% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to pair of dwarven-steel boots. |
| Light source | brass lantern 'Oakwrither'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +2 Str / +2 Mag Grants telepathy: Dragon Physical save: +6 (+3 eff.) Light radius: +4 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Demonwitch' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes stats: +6 Wil Changes resistances: +23% blight Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% blight Mental save: +9 (+4 eff.) A cap made of leather. |
| Tool | ash totem of thorny skin 'Nimbusgrit' [power 28] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +24% lightning Changes damage: +6% lightning / +9% fire It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring 'Adubrenn'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +5 Str / +7 Wil / +6 Cun Changes resistances: +15% blight Changes damage: +15% blight Poison immunity: +10% Cut immunity: +5% Silence immunity: +15% Disarm immunity: +10% Mindpower: +5 (+3 eff.) Rings can have magical properties. |
| On fingers | steel ring 'Moldvortex'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Defense: +8 (+8 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 arcane Changes stats: +5 Cun / +6 Mag Changes resistances: +5% arcane Spellpower: +11 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 117% 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. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | stralite waraxe 'Jetwilder' (39.5-55.3 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 39.5 - 55.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 18% chance to cause random gloom Damage (Melee): +16 mind / +19 cold When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Cun / +3 Wil Changes resistances: +9% fire Changes damage: +6% darkness One-handed war axes. This object's appearance was changed to Eksatin's Ultimatum. |
| On hands | Mirin the Obsidianpall (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: -8% Changes stats: +4 Str / +7 Wil Changes resistances: +6% darkness Changes damage: +12% darkness Mental save: +9 (+4 eff.) Maximum life: +49.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | hardened steel mail armour of Eyal (2 def, 11 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +6% acid / +5% physical / +5% fire / +5% cold / +5% lightning Life regen: +1.10 Maximum life: +58.00 Healing mod.: +12% A suit of armour made of mail. This object's appearance was changed to Masochism. |
| Cloak | Cyrowen the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% temporal / +17% darkness / +6% fire / +5% arcane / +6% nature Changes resistances penetration: +10% darkness Changes damage: +14% darkness Stealth bonus: +13 Spell save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wrap of Stone. |
| Around neck | ZubisetiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +2 Mag Changes resistances: +12% lightning / +3% temporal / +22% mind Changes damage: +6% blight / +3% temporal Physical save: +14 (+6 eff.) Spell save: +17 (+6 eff.) Mental save: +15 (+6 eff.) Confusion immunity: +32% Stun/Freeze immunity: +44% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Inventory
heroism infusion of the wizard (+15 for 7 turns, die at -441)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 15 for 7 turns. While Heroism is active, you will only die when reaching -441 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 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. |
movement infusion of the wizard (582% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 582% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 491 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 491 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. |
Arcthorn the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal Changes damage: +3% mind / +6% lightning Talent mastery: +0.14 Technique / Combat training Physical save: +13 (+6 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Pinning immunity: +23% Knockback immunity: +20% Amulets can have magical properties. |
CyriweInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +2 Cun / +3 Dex Changes damage: +6% blight Stamina each turn: +0.20 Only die when reaching: -60.00 life Maximum life: +30.00 Amulets can have magical properties. |
PlaguesmashInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% blight / +11% fire / +12% nature / +17% cold Physical save: +6 (+3 eff.) Pinning immunity: +5% Knockback immunity: +10% Amulets can have magical properties. |
grounding steel amulet of mastery (0.12 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.12 Technique / Combat training Stun/Freeze immunity: +23% Amulets can have magical properties. |
restful copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Life regen: +1.20 Amulets can have magical properties. |
steel amulet 'Hubers'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Mag / +2 Wil Changes resistances: +13% fire / +12% mind / +12% cold Changes resistances penetration: +10% blight Cut immunity: +50% Confusion immunity: +26% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 1.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 154 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet 'Smolderblow'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+8 eff.) Changes stats: +9 Lck / +1 Mag Changes resistances: +9% fire / +15% light / +15% darkness Blindness immunity: +34% Light radius: +3 Infravision radius: +4 Sight radius: +2 See invisible: +6 Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
steel amulet of mastery (0.22 Demented / Tentacles)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.22 Demented / Tentacles Amulets can have magical properties. |
Ivitha the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +3 Mag / +2 Wil Changes resistances penetration: +5% blight Critical mult.: +25.00% Stun/Freeze immunity: +27% Life regen: +2.20 Mana each turn: +0.04 Rings can have magical properties. |
Khelenarikhad the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str / +3 Dex / +7 Cun / +8 Con Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
gold ring 'Coalwish'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Str / +4 Wil Changes damage: +15% darkness / +12% blight Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Rings can have magical properties. |
mule's gold ring of darkness (+30%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +30% darkness Changes damage: +15% darkness Maximum encumbrance: +25 Rings can have magical properties. |
mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
wizard's gold ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +6 (+2 eff.) Rings can have magical properties. |
Beloromirand the Bleakguile (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes damage: +12% darkness Grants telepathy: Demon/Minor Demon/Major Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisibeth the Duathelriver (3 def, 6 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +3 (+3 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +19% acid / +20% fire / +22% cold / +20% lightning Changes resistances penetration: +5% darkness Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ravenoozer the cashmere cloak (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% cold Changes damage: +18% darkness Grants telepathy: Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brandrigor the pair of dwarven-steel boots (0 def, 16 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +16 Fatigue: +3% Changes resistances: +6% nature Changes damage: +3% fire Mental save: +10 (+4 eff.) Blindness immunity: +10% Confusion immunity: +5% Pinning immunity: +20% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinyma the Hellsgrinder (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 20 fire Changes resistances: +6% fire Changes resistances penetration: +15% fire Life regen: +1.50 Light radius: +3 Healing mod.: +12% A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+4 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Aliyahor the Chargebrace (6 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Damage (Melee): 6 blight Changes stats: +4 Str Changes resistances: +6% blight Changes damage: +4% blight Metal gloves protecting the hands up to the middle of the lower arm. |
Eclipseransom the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes resistances penetration: +20% darkness / +25% acid Changes damage: +21% acid / +6% arcane / +6% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lisylewe the Glitterward (0 def, 11 armour) =disperse=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +11 Damage (Melee): 8 blight / 7 arcane Damage when hit (Melee): 12 physical Changes stats: +2 Dex / +5 Mag / +3 Wil Changes resistances: +7% blight / +6% arcane Changes damage: +6% blight Mental save: +10 (+4 eff.) Maximum life: +48.00 It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. This object's appearance was changed to Wyrmbreath. |
hardened leather gloves 'Dawntrial' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 28 mind / 28 darkness Changes stats: +3 Str / +10 Dex / +6 Cun Changes resistances: +9% light Mental save: -9 (-5 eff.) Mindpower: +8 (+4 eff.) Light radius: +3 It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand rough leather gloves of strength (+3) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +7 Damage (Melee): 5 physical Changes stats: +3 Str Changes damage: +3% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betheda the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +1 Str / +3 Dex / +3 Cun Changes resistances: +7% acid / +8% fire / +10% cold / +8% lightning Critical mult.: +12.00% Life regen: +0.20 Maximum stamina: +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blindrazor (4 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +2 Armour: +3 Defense: +4 (+4 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +4 Con Changes resistances: +9% darkness Changes damage: +6% darkness Physical save: +30 (+12 eff.) Healing mod.: +20% A cap made of leather. |
Shinepython the rough leather cap (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +9% darkness / +3% fire Allows you to breathe in: water Cut immunity: +20% Knockback immunity: +5% Light radius: +1 A cap made of leather. |
drakeskin leather cap 'Coalwreath' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction * 30% chance to blind Changes stats: +9 Str / +4 Con Changes resistances: +15% lightning / +9% temporal Changes resistances penetration: +20% darkness Physical save: +10 (+5 eff.) Mental save: +9 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. This object's appearance was changed to Steel Helm of Garkul. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
3 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Venomwind the dwarven-steel pickaxe (dig speed 23 turns) =pstrike=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 nature Changes stats: +5 Str Changes resistances: +6% darkness Changes resistances penetration: +5% nature Changes damage: +6% nature / +6% darkness When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
2 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. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 178 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Zanaregobers the stralite torque of psychoportation [power 43] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +8 Talent cooldown: Silence (-1 turn) Talents granted: +3 Telekinetic Blast +2 Silence Physical save: +6 (+3 eff.) Spell crit. chance: +2% It can be used to teleport randomly (rad 43), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 47] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Kindleknave the ash totem of cure ailments [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to blind Changes resistances penetration: +25% light Light radius: +2 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
7 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. |
5 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. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Alya the Doomelf Writhing One level 25
34th Haze 122nd year of Ascendancy at 12:17 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Alya the Doomelf Writhing One level 27
47th Haze 122nd year of Ascendancy at 04:05 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Alya the Doomelf Writhing One level 30
7th Regrowth 123rd year of Ascendancy at 01:49 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Alya the Doomelf Writhing One level 23
20th Haze 122nd year of Ascendancy at 09:39 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Alya the Doomelf Writhing One level 21
72nd Dusk 122nd year of Ascendancy at 06:24 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alya the Doomelf Writhing One level 28
55th Haze 122nd year of Ascendancy at 22:44 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Alya the Doomelf Writhing One level 5
77th Pyre 122nd year of Ascendancy at 08:04 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alya the Doomelf Writhing One level 27
38th Haze 122nd year of Ascendancy at 07:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alya the Doomelf Writhing One level 10
11st Dusk 122nd year of Ascendancy at 05:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Alya the Doomelf Writhing One level 20
56th Dusk 122nd year of Ascendancy at 23:04 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Alya the Doomelf Writhing One level 30
5th Regrowth 123rd year of Ascendancy at 23:16 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Alya the Doomelf Writhing One level 29
58th Haze 122nd year of Ascendancy at 15:25 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Alya the Doomelf Writhing One level 29
10th Allure 123rd year of Ascendancy at 05:01 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Alya the Doomelf Writhing One level 27
53rd Haze 122nd year of Ascendancy at 06:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Alya the Doomelf Writhing One level 6
9th Mirth 122nd year of Ascendancy at 01:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Alya the Doomelf Writhing One level 10
13rd Dusk 122nd year of Ascendancy at 04:17 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Alya the Doomelf Writhing One level 19
49th Dusk 122nd year of Ascendancy at 23:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alya the Doomelf Writhing One level 16
37th Dusk 122nd year of Ascendancy at 04:26 see stats
Log
--------------------------------
Alya misses Bloated ooze.
Alya hits Bloated ooze for 96 physical, 13 mind, 10 cold (121 total damage).
Lisatha the corrupted dendritic hemospinner resists the mind attack!
Lisatha the corrupted dendritic hemospinner's Beyond the Flesh hits Alya for 62 physical, 10 darkness, 37 physical, 21 fire (132 total damage).
Alya hits Lisatha the corrupted dendritic hemospinner for 11 lightning, (4 to psi shield), 1 temporal, 4 arcane, 12 blight, (8 to psi shield), 2 nature, 5 mind (39 total damage).
--------------------------------
Alya casts Lash Out.
Lisatha the corrupted dendritic hemospinner slows down.
Alya misses Bloated ooze.
Lisatha the corrupted dendritic hemospinner resists the mind attack!
Lisatha the corrupted dendritic hemospinner shares damage with his oozes!
Alya hits Bloated ooze for 183 darkness damage.
Alya hits Lisatha the corrupted dendritic hemospinner for 190 darkness, (108 to psi shield), 115 physical, 3 mind, 11 cold (322 total damage).
Alya killed Bloated ooze!
Lisatha the corrupted dendritic hemospinner uses Telekinetic Smash.
Alya deactivates Corruption of the Doomed.
Alya turns into a dúathedlen!
Lisatha the corrupted dendritic hemospinner resists the mind attack!
Lisatha the corrupted dendritic hemospinner resists the mind attack!
You can feel tremors in the worm.. A gastric wave is coming! Dodge to an alcove!
Lisatha the corrupted dendritic hemospinner shares damage with his oozes!
Lisatha the corrupted dendritic hemospinner hits Alya for 178 physical, 21 mind, 36 physical, 20 fire, 106 physical, 10 darkness, 36 physical, 20 fire (431 total damage).
Alya hits Lisatha the corrupted dendritic hemospinner for 9 lightning, (2 to psi shield), 0 temporal, 2 arcane, 6 blight, (8 to psi shield), 1 nature, 2 mind, 10 lightning, (3 to psi shield), 0 temporal, 2 arcane, 6 blight, (5 to psi shield), 0 nature, 2 mind (47 total damage).
Talent Decayed Bloated Horror is ready to use.
Talent Decayed Devourers is ready to use.
Saving done.
Saving done.
Saving game...




































































































