
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 39 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by eldritch eye at level 19 on the 26th Haze 122nd year of Ascendancy at 19:27 / 3Killed by Argoniel at level 39 on the 79th Dusk 123rd year of Ascendancy at 17:17 Killed by Elandar at level 39 on the 79th Dusk 123rd year of Ascendancy at 17:25 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 49 (base 28) |
| Constitution | 20 (base 13) |
| Magic | 71 (base 60) |
| Willpower | 53 (base 42) |
| Cunning | 64 (base 34) |
Resources
| Life | -107/1034 |
| Paradox | 461 |
| Healing Factor | 1.258947368421 |
| Regeneration | 33.316311937188 |
Speed
| Mental | +52.607391785937% |
| Attack | +52.607391785937% |
| Movement | +25.773271107387% |
| Spell | +52.607391785937% |
| Global | +137.24023572412% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Stealth | 37.839261347047 |
| See Invisible | 43.839261347047 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 155 |
| Accuracy | 62 |
| Crit Chance | 55% |
| APR | 23 |
| Speed | 0.66 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 62 |
| Crit Chance | 53% |
| APR | 24 |
| Speed | 0.66 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 44% |
| Speed | 0.65527625385453 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 36% |
| Speed | 0.65527625385453 |
Offense: Damage Bonus
| Darkness | +12% |
| Nature | +20% |
| Acid | +6% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +7% |
| Physical | +8% |
| Cold | +7% |
| All | 0% |
| Darkness | +10% |
| Light | +25% |
| Mind | +10% |
| Lightning | +9% |
| Fire | +8% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 18 (70.376569037657%) |
| Defense | 72 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 50 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Light | -13%( 70%) |
| Nature | + 4%( 70%) |
| Cold | + 10%( 70%) |
| Fire | -13%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| 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 365 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 12 for 8 turns. While Heroism is active, you will only die when reaching -409 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 158.14 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 55 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 18% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target's accuracy and power have been increased by 18. 6 Fateweaver |
| beneficial effect | Increases defense by 21. Mobile Defense |
| beneficial effect | The target is moving is 26% faster. 1 Celerity |
| beneficial effect | Increases attack, spell, and mind speed by 53%. 3 Time Dilation |
| beneficial effect | The target is regaining 25 life per turn and refreshing talents at twice the normal rate. Invigorate |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Displacing 31% of all damage on to a random enemy. Webs of Fate |
| beneficial effect | Increases global action speed by 37%. Speed |
| beneficial effect | The target's defense and saves have been increased by 48. 6 Spin |
| beneficial effect | The target has a 87% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lone alchemist from death by orc master assassin. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +1. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 435. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed snow giant kidney. * You've found the needed xorn fragment. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glintmalice the pair of hardened leather boots (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes resistances penetration: +25% light / +8% physical Life regen: +0.40 A pair of boots made of leather. |
| Quiver | quiver of elm arrows (13/13, 16.5-23.1 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
| Light source | Delylathasus the LustreshearInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% light Grants telepathy: Demon/Minor Demon/Major Mental save: +10 (+4 eff.) Psi when hit: +0.16 Light radius: +6 See stealth: +7 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 29/35) : Effective talent level: 2.0 Power cost: 35 out of 29/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Critical mult.: +8.00% Spell crit. chance: +17% Mental crit. chance: +9% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Cyruvea the Blindvalor [power 79] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Changes resistances penetration: +10% darkness Changes damage: +12% darkness It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 79 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | sneakthief's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +6 Dex Life regen: +0.70 Maximum life: +46.00 Healing mod.: +18% Rings can have magical properties. |
| Around neck | Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
| In main hand | Nerutha the Muckrazor (35-49 power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 35.0 - 49.0 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +40 insidious poison / +12 mind Burst (radius 1) on hit: +4 nature When wielded/worn: Changes resistances: +20% nature Changes resistances penetration: +15% nature / +10% mind One-handed war axes. |
| Around waist | Ivyssra the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +13 (+3 eff.) Changes stats: +6 Dex Changes damage: +6% acid Stealth bonus: +8 Stamina each turn: +1.00 Only die when reaching: -40.00 life Maximum life: +20.00 A belt that goes around your waist. |
| In off hand | elemental steel dagger of projection (12-15.6 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances penetration: +7% acid / +8% fire / +7% cold / +9% lightning Sharp, short and deadly. |
| Cloak | Belikira (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: +27 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -8% Effects on melee hit: * 21 arcane resource burn * Slows global speed by 30% Damage when hit (Melee): 8 acid Changes stats: +7 Str / +7 Con Changes resistances: +27% acid / +6% fire Physical save: +11 (+4 eff.) Maximum life: +154.00 Maximum stamina: +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
regeneration infusion of the psychic (heal 380 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 380 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. |
wild infusion (resist 18%; cure mental)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: 16 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 18% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
shielding rune of the psychic (absorb 255 for 4 turns)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: 15 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 255 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
AmaradunarionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +6 Dex Changes resistances: +9% acid Changes resistances penetration: +25% acid Changes damage: +12% acid / +30% arcane Amulets can have magical properties. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
grounding gold amulet of perfection (0.17 Chronomancy / Threaded Combat,0.17 Chronomancy / Blade Threading)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +19% lightning Talent masteries: +0.17 Chronomancy / Threaded Combat +0.17 Chronomancy / Blade Threading Stun/Freeze immunity: +24% Amulets can have magical properties. |
stralite amulet 'Shocksmasher'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 lightning Changes resistances: +12% lightning / +8% physical Changes damage: +15% acid / +6% lightning Stamina each turn: +1.00 Amulets can have magical properties. |
Ring of GrowthRequires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. This item has been sent to the Item's Vault. |
Windborne Azurite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 40% Wil, 10% Cun, 70% Mag Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% lightning / 18% fire When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% lightning / +8% cold Changes damage: +8% lightning / +8% physical / +8% fire / +8% acid / +8% cold Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+3 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Sand Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 112.61 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Fularomirak (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to disease * 40% chance to cause random gloom Burst (radius 1) on hit: +8 mind / +8 blight When wielded/worn: Armour: +8 Damage when hit (Melee): 8 ice Changes resistances: +9% blight / +9% cold Changes resistances penetration: +25% mind / +12% cold Changes damage: +3% blight / +12% cold Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 180% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+9 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
This item will automatically be transmogrified when you leave the level.quick orichalcum trident of massacre (66-105.6 power, 16 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 66.0 - 105.6 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +17 (+4 eff.) Changes stats: +7 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
ManotosinPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Changes stats: +8 Str Changes resistances: +5% arcane Mental save: +7 (+3 eff.) Spellpower: +5 (+2 eff.) 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: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 322.56 cold damage and condensing the air into freezing vapors that deal 107.52 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. |
cashmere cloak 'Hanutar' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Wil / +3 Mag Changes resistances penetration: +10% physical Physical save: +30 (+10 eff.) Spell save: +7 (+2 eff.) Life regen: +0.60 Only die when reaching: -80.00 life Maximum mana: +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.spellcowled elven-silk cloak of Eldoral (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Dex / +4 Mag / +5 Wil / +3 Cun Spell save: +10 (+3 eff.) Maximum mana: +71.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.slimy elven-silk robe of life (5 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects when hit in melee: * Slows global speed by 7% * 10 arcane resource burn Changes resistances: +18% blight Life regen: +5.10 Maximum life: +62.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.miner's pair of voratun boots of speed (0 def, 13 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Infravision radius: +2 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Spellhunt Remnants (6 def, 8 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 146.00 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
cashmere wizard hat 'Eremikath' (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Dex Changes resistances: +16% nature / +6% physical Changes damage: +11% nature Physical save: +20 (+7 eff.) A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil / +5 Mag Mana each turn: +0.80 Mana when hit: +1.20 Maximum mana: +43.00 Spellpower: +10 (+4 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.starseer's elven-silk wizard hat of knowledge (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes damage: +8% physical / +12% temporal / +9% light / +14% darkness Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of trickery (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances: +6% blight Mental save: +7 (+3 eff.) A cap made of leather. |
233 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. |
7 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
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. |
6 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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
preserving alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight Life regen: +2.10 Maximum life: +43.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
9 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. |
4 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. |
9 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
4 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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
2 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 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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. |
6 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. |
6 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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Grimgor the Shalore Temporal Warden level 18
16th Haze 122nd year of Ascendancy at 23:56 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Grimgor the Shalore Temporal Warden level 27
52nd Regrowth 123rd year of Ascendancy at 11:25 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Grimgor the Shalore Temporal Warden level 29
36th Pyre 123rd year of Ascendancy at 00:44 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Grimgor the Shalore Temporal Warden level 27
19th Pyre 123rd year of Ascendancy at 08:25 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Grimgor the Shalore Temporal Warden level 24
4th Decay 122nd year of Ascendancy at 03:26 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Grimgor the Shalore Temporal Warden level 18
12nd Haze 122nd year of Ascendancy at 23:37 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grimgor the Shalore Temporal Warden level 19
31st Haze 122nd year of Ascendancy at 00:05 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Grimgor the Shalore Temporal Warden level 36
71st Dusk 123rd year of Ascendancy at 09:20 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grimgor the Shalore Temporal Warden level 19
27th Haze 122nd year of Ascendancy at 10:03 see stats
Level 10 (Roguelike)
Got a character to level 10.By Grimgor the Shalore Temporal Warden level 10
7th Dusk 122nd year of Ascendancy at 23:48 see stats
Level 20 (Roguelike)
Got a character to level 20.By Grimgor the Shalore Temporal Warden level 20
31st Haze 122nd year of Ascendancy at 00:05 see stats
Level 30 (Roguelike)
Got a character to level 30.By Grimgor the Shalore Temporal Warden level 30
79th Pyre 123rd year of Ascendancy at 03:35 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Grimgor the Shalore Temporal Warden level 34
38th Dusk 123rd year of Ascendancy at 00:06 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Grimgor the Shalore Temporal Warden level 31
2nd Summertide 123rd year of Ascendancy at 11:34 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Grimgor the Shalore Temporal Warden level 14
52nd Dusk 122nd year of Ascendancy at 08:53 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Grimgor the Shalore Temporal Warden level 32
8th Flare 123rd year of Ascendancy at 08:26 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Grimgor the Shalore Temporal Warden level 27
7th Pyre 123rd year of Ascendancy at 18:51 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Grimgor the Shalore Temporal Warden level 18
12nd Haze 122nd year of Ascendancy at 17:59 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Grimgor the Shalore Temporal Warden level 34
68th Dusk 123rd year of Ascendancy at 19:59 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Grimgor the Shalore Temporal Warden level 13
39th Dusk 122nd year of Ascendancy at 07:38 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Grimgor the Shalore Temporal Warden level 29
56th Pyre 123rd year of Ascendancy at 07:33 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Grimgor the Shalore Temporal Warden level 31
1st Summertide 123rd year of Ascendancy at 20:14 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Grimgor the Shalore Temporal Warden level 16
12nd Haze 122nd year of Ascendancy at 05:54 see stats
Unstoppable (Roguelike)
Returned from the dead.By Grimgor the Shalore Temporal Warden level 19
26th Haze 122nd year of Ascendancy at 19:27 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Grimgor the Shalore Temporal Warden level 16
12nd Haze 122nd year of Ascendancy at 14:30 see stats
Log
Grimgor performs a melee critical strike against Fire imp!
Fire imp resists the mind attack!
Fire imp's armor corrodes!
Fire imp is weakened by the darkness!
Uruivellas resists the mind attack!
Grimgor performs a melee critical strike against Uruivellas!
Uruivellas shrugs off the effect 'Numbing Darkness'!
High Sun Paladin Aeryn shrugs off the effect 'Curse of Vulnerability'!
Talent Vitality is ready to use.
Grimgor hits Fire imp for 27 mind, 7 nature, 7 mind, 21 arcane, 5 nature, 10 mind, 21 arcane, 58 lightning (154 total damage).
Grimgor hits Something for 58 lightning damage.
Grimgor hits Elandar for 75 physical, 8 arcane, 105 temporal (188 total damage).
Grimgor hits Uruivellas for 31 mind, 7 nature, 12 mind, 21 arcane, 5 nature, 29 mind, 21 arcane (126 total damage).
Grimgor hits Something for 58 lightning damage.
Uruivellas uses Battle Call.
Grimgor picks up (u.): miner's pair of voratun boots of speed (0 def, 13 armour).
Grimgor is called to battle!
Grimgor is called to battle!
Grimgor is called to battle!
High Sun Paladin Aeryn is called to battle!
High Sun Paladin Aeryn receives 15 healing from Shield of Light.
Uruivellas's firestorm hits High Sun Paladin Aeryn for 82 fire damage.
Uruivellas's firestorm hits Grimgor for (30 webs of fate), 67 fire (67 total damage).
Insidious Poison from Grimgor hits Elandar for 5 nature damage.
Webs of Fate hits Elandar for 19 fire damage.
Insidious Poison from Grimgor hits Fire imp for 7 nature damage.
Elandar casts Starfall.
Uruivellas resists the darkness!
High Sun Paladin Aeryn is stunned!
Saving game...























































































































