
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official 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 | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 50 / 1538% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 105 (base 58) |
| Dexterity | 129 (base 63) |
| Constitution | 73 (base 37) |
| Magic | 27 (base 7) |
| Willpower | 68 (base 10) |
| Cunning | 106 (base 61) |
Resources
| Life | 1378/1378 |
| Mana | 315/564 |
| Stamina | 312/312 |
| Equilibrium | 20 |
| Healing Factor | 1.5407458214728 |
| Regeneration | 23.338198870399 |
Speed
| Mental | -9.9920072216264E-13% |
| Attack | 0% |
| Movement | +90% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 13 |
| Lite | 11 |
| Infravision | 13 |
| See Stealth | 104.84910235862 |
| See Invisible | 122.84910235863 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 264 |
| Accuracy | 101 |
| Crit Chance | 64% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +18% |
| Nature | +15% |
| Mind | +8% |
| Physical | +14% |
| Cold | +61% |
| All | +2% |
Offense: Damage Penetration
| Physical | +47% |
| Lightning | +49% |
| Light | +10% |
| Cold | +26% |
Defense: Base
| Armour (hardiness) | 38 (76.987013568881%) |
| Defense | 86 |
| Ranged Defense | 86 |
| Fatigue | 0 |
| Physical Save | 61 |
| Spell Save | 62 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 45%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 21%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 17% |
| Poison Resistance | 0% |
| Blind Resistance | 25% |
| Disarm Resistance | 30% |
| Teleport Resistance | 20% |
| Pinning Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 31% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 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 336 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 219 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Elemental Harmony |
| talent | Premonition |
| talent | Daunting Presence |
| talent | Concealment |
| detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 54%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by giant green ant. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | 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 |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 1236. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Rainbraze the quiver of dragonbone arrows (21/21, 90-126 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 90.0 - 126.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +21.0% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 200 physical damage On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +32% Damage (Ranged): +60 physical / +12 mind / +21 arcane Damage (radius 1) on hit: +8 cold Arrows are used with bows to pierce your foes to death. |
| Light source | Emelama the alchemist's lampInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +12% temporal / +3% fire / +3% nature / +3% darkness Physical save: +13 (+3 eff.) Spell save: +19 (+5 eff.) Mental save: +13 (+4 eff.) Blindness immunity: +25% Confusion immunity: +17% Maximum life: +40.00 Light radius: +9 See stealth: +16 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 6.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Grinogorin the Pitchspire (12 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +12 (+2 eff.) Changes resistances: +19% nature / +6% darkness Changes resistances penetration: +20% physical Changes damage: +12% physical / +13% nature / +6% mind Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
| Tool | Strikequarry [power 506] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +4 Str / +2 Dex / +4 Con Changes resistances: +3% light / +9% lightning Reduces incoming crit damage: 10.00% Infravision radius: +3 See invisible: +9 It can be used to create a shield absorbing up to 506 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Heal for 84. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +26 (+4 eff.) Armour: +6 Defense: +11 (+2 eff.) Changes stats: +8 Dex / +2 Wil / +8 Cun Changes resistances: +6% acid / +32% fire / +5% arcane Changes damage: +16% fire Physical save: +6 (+1 eff.) Stun/Freeze immunity: +20% Infravision radius: +1 Movement speed: +22% Can be unequipped or rerolled. Activating this item is instant. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | AirvagrantCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +12 Str / +2 Dex / +4 Wil Changes resistances: +6% lightning Critical mult.: +20.20% Reduces incoming crit damage: 15.15% Disarm immunity: +30% Pinning immunity: +38% Knockback immunity: +31% Maximum life: +38.00 Mental crit. chance: +2% Rings make your fingers look great! |
| Around waist | Cloudwish the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +10 Dex / +10 Cun / +4 Con Changes resistances penetration: +25% lightning Changes damage: +24% cold Reduces incoming crit damage: 15.00% Mental crit. chance: +11% A belt that goes around your waist. |
| In main hand | elven-wood longbow 'Cyrowyn'Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (radius 2) on crit: +42 lightning / +23 cold When wielded/worn: Ammo reloads per turn: +3 Changes stats: +9 Str / +20 Dex / +14 Mag / +14 Wil / +11 Cun / +19 Con Changes resistances penetration: +24% lightning / +12% physical / +26% cold Stamina each turn: +3.00 Movement speed: +48% Longbows are used to shoot arrows at your foes. |
| On hands | Turadin the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Armour: +2 Changes stats: +3 Str / +5 Dex / +13 Wil / +4 Cun Reduces incoming crit damage: 15.00% See invisible: +15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 5.9 Power cost: 17 out of 20/20. Range: 12 Travel Speed: instantaneous Description: Fire a steady shot, doing 187% damage with a 45% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cured leather armour 'Bokarath' (6 def, 20 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +20 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +6 Dex Changes resistances penetration: +15% physical Critical mult.: +12.00% Teleport immunity: +20% Healing mod.: +15% A suit of armour made of leather. |
| Cloak | Serpentspike (26 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +26 (+5 eff.) Damage when hit (Melee): 6 nature Changes stats: +4 Dex Changes resistances: +1% physical / +12% cold Critical mult.: +20.00% Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Poruth the ShinezealInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +17 Changes stats: +2 Str / +6 Dex / +6 Wil / +6 Con Changes resistances: +2% physical Changes resistances penetration: +10% light Critical mult.: +19.00% Physical save: +18 (+4 eff.) Life regen: +10.00 Only die when reaching: -84.29 life Maximum life: +80.00 Amulets make your neck look great! |
Inventory
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the duelist (speed 1099%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1099% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 756%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 756% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 35%; mental, physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 and physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 nature talent. Press to compare to your current inscriptions |
blink rune of the titan (range 6; phase 20; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (422.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 430.44 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, blight, cold, nature)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 3 darkness, 3 blight, 5 cold, 5 nature It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 110; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 410; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 410 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 spell talent. |
shielding rune of the warrior (absorb 393; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 393 damage for 4 turns. Its effects scale with your Strength 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 spell talent. |
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! |
Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
clarifying copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind Cut immunity: +50% Confusion immunity: +20% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 378 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 35/35) : Effective talent level: 3.5 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 330 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
LustrezephyrInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Defense: +10 (+2 eff.) Changes resistances: +31% mind / +9% lightning Changes damage: +6% light Critical mult.: +13.00% Confusion immunity: +62% Amulets make your neck look great! |
SplendourbringerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 10 blight Changes stats: +2 Dex / +4 Wil Changes damage: +7% physical Light radius: +3 Combat speed: +10% Amulets make your neck look great! |
gold amulet 'Yvewyn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage when hit (Melee): 4 mind / 2 blight Changes stats: +5 Dex / +5 Cun / +5 Con Changes damage: +9% blight / +3% mind Talent mastery: +0.22 Technique / Archery prowess Cut immunity: +60% Life regen: +3.00 Stamina each turn: +0.60 Movement speed: +10% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 299 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
wanderer's gold amulet of perfection (0.21 Technique / Archery training,0.21 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +5 Dex / +5 Cun / +5 Con Talent masteries: +0.21 Technique / Archery training +0.21 Technique / Combat training Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great! |
savior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Spellpower: +6 (+6 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
sneakthief's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
steel ring 'Glacierwar'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Defense: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 12% Changes damage: +3% acid / +6% cold Blindness immunity: +22% Spellpower: +5 (+5 eff.) Mindpower: +7 (+2 eff.) Infravision radius: +3 See stealth: +6 See invisible: +11 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
steel ring 'Nimbusvault'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +7 (+2 eff.) Armour: +8 Changes stats: +10 Str / +4 Dex / +6 Con Changes resistances: +3% lightning / +6% light / +6% nature / +5% arcane Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +6 Cun / +5 Dex Rings make your fingers look great! |
sneakthief's stralite ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Damage (Melee): 26 light Damage (Ranged): 22 light Changes stats: +7 Dex / +9 Mag / +7 Cun Changes damage: +18% light Rings make your fingers look great! |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Skywire the quiver of elm arrows (21/21, 14-20 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 On weapon hit: * 10% chance to reduce all saves and defense by 31 * 20% chance to knock the target back 3 spaces and deal 200 physical damage Damage (Ranged): +4 lightning / +4 cold / +11 physical Damage (radius 2) on crit: +8 mind Arrows are used with bows to pierce your foes to death. |
Ce'Nanne (20/20, 52-72 power, 22 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 51.5 - 72.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +22 Crit. chance: +22.0% Capacity: 20 On weapon hit: * 10 arcane resource burn On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +15 nature / +12 mind Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
Chargeriver (19/19, 32-45 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 20% chance to slow global speed by 58% * 10% chance to reduce all saves and defense by 31 Damage (Ranged): +16 lightning / +24 cold / +16 mind Damage (radius 2) on crit: +11 cold Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (20/20, 24-34 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Bilewrecker the quiver of dragonbone arrows (0/20, 71-99 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 71.0 - 99.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 Damage (Ranged): +50 nature / +20 arcane / +36 darkness Damage (radius 1) on hit: +12 nature Damage (radius 2) on crit: +8 nature Damage against: +29% Living Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of annihilation (16/20, 76-106 power, 30 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 76.0 - 106.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +30 Crit. chance: +29.0% Capacity: 20 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
fortifying stralite mail armour of the deep (4 def, 11 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +6 Con Changes resistances: +11% acid / +9% cold Allows you to breathe in: water Maximum life: +52.00 A suit of armour made of mail. |
Xerireta the IcerainInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 physical Changes stats: +2 Str Changes resistances: +6% cold Changes resistances penetration: +20% physical Changes damage: +3% acid Life regen: +1.00 Healing mod.: +12% A belt that goes around your waist. |
rough leather belt 'Sootbone'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes resistances: +3% acid / +6% blight Changes damage: +3% darkness Critical mult.: +5.00% Psi when hit: +0.12 Only die when reaching: -20.00 life Mental crit. chance: +1% A belt that goes around your waist. |
monstrous hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +4 Dex / +5 Cun / +4 Con / +7 Lck Trap disarming bonus: +16 Stealth bonus: +8 Physical save: +7 (+2 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
Betedhena the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +6 Dex / +2 Mag / +5 Wil / +12 Cun / +8 Lck Changes resistances: +12% darkness / +9% mind / +13% light Damage against: +39% Summoned Reduced damage from: +22% Summoned Trap disarming bonus: +22 Stealth bonus: +11 Spell save: +6 (+1 eff.) Only die when reaching: -40.00 life Infravision radius: +5 A belt that goes around your waist. |
Eilinavea the Ebonyreek (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances penetration: +15% darkness / +10% light Physical save: +9 (+2 eff.) Life regen: +2.00 Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elenagolach (30 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +30 (+6 eff.) Changes resistances: +6% fire / +6% cold Blindness immunity: +20% Cut immunity: +20% Knockback immunity: +10% Only die when reaching: -80.00 life A pair of boots made of leather. |
Ruthless Grip (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Instill Fear (costing 17 power out of 30/30) : Effective talent level: 4.5 Power cost: 17 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 24.30 mind and 22.95 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 25% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 24. Terrified: Deals 5.40 mind and 5.10 darkness damage per turn and increases cooldowns by 39%. Haunted: Causes the target to suffer 9.41 mind and 8.89 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Rainbone the rough leather cap (10 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+2 eff.) Fatigue: +1% Damage when hit (Melee): 6 cold Changes stats: +3 Str Changes resistances: +9% cold Changes damage: +3% cold Only die when reaching: -60.00 life A cap made of leather. |
Malemadig the Hellgash (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 nature / 6 fire Changes resistances: +17% cold / +15% nature / +6% temporal Changes resistances penetration: +20% fire Changes damage: +12% fire Allows you to breathe in: water Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
defender's hardened leather cap of the depths (6 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+1 eff.) Fatigue: +3% Changes resistances: +10% cold / +4% all Allows you to breathe in: water Physical save: +7 (+2 eff.) A cap made of leather. |
Morningworm the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 10 cold Changes resistances: +9% fire / +35% cold Changes resistances penetration: +25% light Changes damage: +9% light / +9% fire Allows you to breathe in: water Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aralaith the Prismtaint (35 def, 24 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +4.0% Armour: +24 Defense: +35 (+7 eff.) Fatigue: +5% Damage when hit (Melee): 12 light Changes stats: +10 Dex Changes resistances: +25% darkness Changes damage: +15% temporal Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
brass lantern 'Hurarig'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Changes resistances penetration: +10% arcane Spell save: +3 (+1 eff.) Cut immunity: +20% Confusion immunity: +10% Maximum life: +40.00 Light radius: +3 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. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+12 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 68 power out of 150/150) : Effective talent level: 5.5 Power cost: 68 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 9.50 cold damage and 6.73 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 43 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Arthythad the dwarven-steel pickaxe (dig speed 13 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Changes stats: +2 Str / +1 Mag / +4 Con Critical mult.: +15.00% Maximum life: +20.00 Maximum mana: +32.00 Maximum stamina: +20.00 Spell crit. chance: +5% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 172 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 354.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
iron torque of clear mind [power 1] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Areta' [power 47] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +3% temporal Changes resistances penetration: +5% mind Poison immunity: +20% Healing mod.: +10% It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce fatigue by 24% for 2 turns. * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Wintertide the dwarven-steel torque of gale force [power 255] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +15 (+3 eff.) Damage when hit (Melee): 4 cold Critical mult.: +10.00% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 291 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Emoda' [power 254] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +3% lightning / +6% nature It can be used to sting an enemy dealing 292 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce 3 talent cooldowns by 2. * Gain a 15% chance to evade weapon attacks for 2 turns. * Increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing elm wand of shielding [power 116] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 42
65th Dusk 125th year of Ascendancy at 09:04 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 50
36th Haze 125th year of Ascendancy at 06:19 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 42
62nd Dusk 125th year of Ascendancy at 08:22 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 47
76th Dusk 125th year of Ascendancy at 16:03 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 48
1st Time of Equilibrium 125th year of Ascendancy at 17:56 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 50
4th Regrowth 126th year of Ascendancy at 17:12 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 46
73rd Dusk 125th year of Ascendancy at 19:57 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 30
32nd Regrowth 125th year of Ascendancy at 11:40 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 17
48th Haze 122nd year of Ascendancy at 00:45 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 50
10th Regrowth 126th year of Ascendancy at 07:22 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 44
70th Dusk 125th year of Ascendancy at 21:19 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 32
71st Regrowth 125th year of Ascendancy at 18:18 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 32
71st Regrowth 125th year of Ascendancy at 17:44 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 21
10th Decay 122nd year of Ascendancy at 20:45 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 24
12nd Regrowth 123rd year of Ascendancy at 21:12 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 30
36th Regrowth 125th year of Ascendancy at 14:54 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Zakłady Krawieckie "Łucznik" the Cornac Archer level 25
15th Regrowth 123rd year of Ascendancy at 16:29 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 50
10th Regrowth 126th year of Ascendancy at 14:24 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 Zakłady Krawieckie "Łucznik" the Cornac Archer level 50
36th Haze 125th year of Ascendancy at 05:48 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 50
1st Time of Equilibrium 125th year of Ascendancy at 22:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 10
6th Haze 122nd year of Ascendancy at 21:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 20
67th Haze 122nd year of Ascendancy at 07:05 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 30
31st Regrowth 125th year of Ascendancy at 22:10 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 40
23rd Dusk 125th year of Ascendancy at 16:22 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 50
1st Time of Equilibrium 125th year of Ascendancy at 21:55 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 32
61st Regrowth 125th year of Ascendancy at 00:44 see stats
Oozemancer (Insane (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 50
80th Haze 125th year of Ascendancy at 18:05 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 26
18th Regrowth 123rd year of Ascendancy at 05:14 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 22
2nd Wintertide 123rd year of Ascendancy at 00:20 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 45
71st Dusk 125th year of Ascendancy at 00:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 9
70th Dusk 122nd year of Ascendancy at 03:58 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 50
36th Haze 125th year of Ascendancy at 06:19 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 33
63rd Pyre 125th year of Ascendancy at 06:39 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 32
60th Regrowth 125th year of Ascendancy at 09:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 5
8th Dusk 122nd year of Ascendancy at 05:41 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 50
24th Haze 125th year of Ascendancy at 20:07 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 25
14th Regrowth 123rd year of Ascendancy at 03:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 18
65th Haze 122nd year of Ascendancy at 18:01 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Zakłady Krawieckie "Łucznik" the Cornac Archer level 41
61st Dusk 125th year of Ascendancy at 11:21 see stats
Log
Zakłady Krawieckie "Łucznik" activates Concealment.
Rested for 10 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 73 turns (stop reason: all resources and life at maximum).
Zakłady Krawieckie "Łucznik" deactivates Concealment.
Zakłady Krawieckie "Łucznik"'s Concealment has been deactivated!
Resting starts...
Talent Concealment is ready to use.
Zakłady Krawieckie "Łucznik" activates Concealment.
Rested for 10 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 91 turns (stop reason: all resources and life at maximum).
Zakłady Krawieckie "Łucznik" deactivates Concealment.
Zakłady Krawieckie "Łucznik"'s Concealment has been deactivated!
Resting starts...
Talent Concealment is ready to use.
Zakłady Krawieckie "Łucznik" activates Concealment.
Rested for 10 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 91 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).

































































































































