









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 38 / 79% |
| Size | small |
| Lifes / Deaths | Killed by Govea the bandit at level 24 on the 17th Haze 122nd year of Ascendancy at 03:20 / 2Killed by ritch flamespitter (wild summon) at level 38 on the 42nd Pyre 123rd year of Ascendancy at 07:24 |
Primary Stats
| Strength | 61 (base 33) |
| Dexterity | 69 (base 60) |
| Constitution | 36 (base 10) |
| Magic | 13 (base 13) |
| Willpower | 23 (base 10) |
| Cunning | 75 (base 60) |
Resources
| Life | -145/1053 |
| Stamina | 29/244 |
| Steam | 100/100 |
| Healing Factor | 1.6579202340232 |
| Regeneration | 23.625363334831 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 12 |
| See Invisible | 15 |
Offense: Barehand
| Damage | 116 |
| Accuracy | 77 |
| Crit Chance | 56% |
| APR | 5 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Lightning | +8% |
| Temporal | +14% |
| Nature | +10% |
| Physical | +67% |
| Mind | +23% |
| All | +2% |
Offense: Damage Penetration
| Physical | +64% |
| All | +25% |
| Nature | +50% |
Defense: Base
| Armour (hardiness) | 34 (35.65183292883%) |
| Defense | 80 |
| Ranged Defense | 80 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 16 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 43%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 49%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 23%( 70%) |
| Darkness | + 48%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 61% |
| Bleed Resistance | 60% |
| Knockback Resistance | 10% |
| Stun Resistance | 30% |
| Pinning Resistance | 20% |
| Poison Resistance | 60% |
| Blind Resistance | 18% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 57%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by orc fighter. Escort: injured seer (level 4 of Old Forest) | failed |
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 lone alchemist from death by fire drake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Aruselaith the ghoul. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Voronne the orc warrior. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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 |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed xorn fragment. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed orc heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed warg claw. * You've found the needed storm wyrm claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 lumberjacks have died. | 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 |
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 | Lisokira (20 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +1 Defense: +20 (+4 eff.) Changes stats: +11 Con Life regen: +3.00 Stamina each turn: +2.00 Healing mod.: +11% A pair of boots made of leather. |
| On hands | Velilrawyn the drakeskin leather gloves (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +29 (+6 eff.) Armour: +3 Changes stats: +3 Str / +3 Dex / +4 Wil / +3 Cun / +3 Con Changes resistances: +3% blight / +12% fire / +21% darkness / +5% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +41% Infravision radius: +2 When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +20 Armour Penetration: +5 Crit. chance: +22.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +16 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Hazemistress (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +4 Fatigue: +4% Changes stats: +15 Lck / +5 Str Changes resistances: +9% cold Disarm immunity: +20% Spell crit. chance: +8% Mental crit. chance: +9% Healing mod.: +15% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 536.9 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Toxinkill the ash wand of conjuration [power 170] (18/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Changes resistances: +9% lightning / +9% cold / +12% acid / +20% blight Mindpower: +20 (+6 eff.) It can be used to fire a magical bolt dealing 173 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 62. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of GrowthInfused 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 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | MolenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +20 Changes stats: +8 Str Changes damage: +9% physical Only die when reaching: -80.00 life Rings make your fingers look great! |
| Around neck | enraging stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes damage: +7% physical Blindness immunity: +18% Infravision radius: +7 Sight radius: +2 See invisible: +6 Combat speed: +10% Amulets make your neck look great! |
| Main armor | linen robe 'Chargeedge' (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +25 (+5 eff.) Defense: +10 (+2 eff.) Changes resistances: +19% darkness / +7% all Changes resistances penetration: +25% physical Changes damage: +6% lightning / +21% physical / +13% darkness Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Infravision radius: +3 See invisible: +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | MoldveilInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +25 (+6 eff.) Changes stats: +3 Dex Changes resistances: +12% blight Changes resistances penetration: +25% nature Changes damage: +9% physical Physical save: +15 (+5 eff.) Mental save: +9 (+4 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +9% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | linen cloak 'Blindvault' (31 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +31 (+6 eff.) Changes stats: +4 Cun Changes resistances: +18% lightning / +15% cold / +6% light Changes damage: +12% mind Pinning immunity: +20% Stun/Freeze immunity: +30% Knockback immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Blizzardblight' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 cold Changes resistances: +9% temporal / +12% mind / +9% cold Changes resistances penetration: +14% physical Changes damage: +11% physical / +9% mind / +12% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Inventory
movement infusion of the psychic (speed 479%; 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 479% 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 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 nature talent. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
GrinoroddachikInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +3 Str Physical save: +12 (+4 eff.) Cut immunity: +10% Silence immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Healing mod.: +10% Amulets make your neck look great! |
copper amulet 'Bokaregrim'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +3 Str Maximum hate: +2.00 Mindpower: +5 (+1 eff.) Amulets make your neck look great! |
gold amulet 'Borybers'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Dex / +4 Mag Changes damage: +6% arcane Mana each turn: +0.28 Vim when firing critical spell: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
restful copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Life regen: +1.00 Amulets make your neck look great! |
Glacierstar the steel ring =stun crit multi=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Wil Changes resistances: +3% lightning / +3% nature / +9% darkness Changes damage: +12% cold Critical mult.: +20.00% Stun/Freeze immunity: +29% Life regen: +3.00 Maximum psi: +10.00 Rings make your fingers look great! |
Islebeth the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +5 Wil / +8 Cun / +7 Con Changes resistances: +28% nature Changes damage: +14% nature / +6% mind Critical mult.: +10.00% Mental save: +3 (+1 eff.) Mindpower: +23 (+7 eff.) Rings make your fingers look great! |
KadeldilCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +2 Str / +5 Dex / +5 Wil / +9 Cun Mindpower: +25 (+8 eff.) Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +22% fire Changes resistances penetration: +15% acid Changes damage: +6% acid / +11% fire / +6% blight Mental save: +7 (+3 eff.) Confusion immunity: +26% 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 costs 1 power out of 1/1. "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? |
conjurer's copper ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Damage (Melee): 7 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 28 Damage (Ranged): 7 physical Changes stats: +5 Mag / +4 Wil / +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +6 (+6 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
copper ring 'Geteruihad'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 14 light Changes stats: +2 Mag Changes resistances: +6% acid Changes damage: +11% light Spell save: +3 (+3 eff.) Spellpower: +10 (+8 eff.) Rings make your fingers look great! |
psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Stun/Freeze immunity: +26% Life regen: +2.00 Rings make your fingers look great! |
warrior's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Life regen: +6.00 Maximum life: +44.00 Healing mod.: +11% Rings make your fingers look great! |
wizard's copper ring of sensing =3 mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+5 eff.) Blindness immunity: +21% Infravision radius: +3 See stealth: +8 See invisible: +6 Rings make your fingers look great! |
Shivertitan the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (Ranged): +12 arcane / +20 fire Damage (radius 1) on hit: +12 arcane Damage (radius 2) on crit: +4 cold When wielded/worn: Changes stats: +11 Cun / +9 Dex Changes resistances penetration: +20% arcane Changes damage: +3% arcane / +23% fire Combat speed: +10% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Broderan the dwarven-steel longsword (25-35 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 28 Damage (Melee): +19 cold When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +8 Dex / +3 Mag / +2 Wil / +4 Cun / +3 Con Sharp, long, and deadly. |
Ebonywill the stralite steamsaw (32-47 power, 0 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 31.5 - 47.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +68 Damage (Melee): +8 darkness Damage (radius 1) on hit: +12 fire Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +14.0% Physical power: +8 (+2 eff.) Armour: +5 Defense: +8 (+1 eff.) Fatigue: +10% Effects when hit in melee: * 14% chance to reduce armor by 17% Changes stats: +5 Str / +4 Con Changes resistances: +16% acid / +9% fire / +9% darkness Changes damage: +9% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Flashgrind the hardened leather belt =20 crit multi=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +2 Cun / +3 Wil Changes resistances: +9% mind Changes damage: +9% light / +6% mind Critical mult.: +20.00% Maximum encumbrance: +35 Mental crit. chance: +7% Light radius: +2 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Splendourminister the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +6% acid / +3% light Stealth bonus: +6 Mental save: +3 (+1 eff.) Confusion immunity: +10% Teleport immunity: +10% Only die when reaching: -40.00 life Maximum life: +80.00 A belt that goes around your waist. |
rough leather belt 'Nerelrath'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +20 (+4 eff.) Changes stats: +2 Mag / +1 Con Changes resistances: +6% acid Spell save: +6 (+5 eff.) See invisible: +3 Size category: +1 A belt that goes around your waist. |
rough leather belt 'Sunwinnow' =4 nag=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Mag / +2 Wil / +4 Cun / +2 Con Changes resistances: +3% fire Mental save: +5 (+2 eff.) Maximum life: +47.00 Light radius: +1 A belt that goes around your waist. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+6 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 66.52 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blizzardglamour the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Damage when hit (Melee): 2 mind / 2 cold Changes resistances: +15% nature / +7% all Changes damage: +10% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 63.68 to 79.60 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
focusing cashmere robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +10% acid / +12% physical / +11% fire / +10% cold / +11% all Changes damage: +9% acid / +6% physical / +10% fire / +5% cold Talent cooldown: Refit Golem (-4 turns) Mana each turn: +0.15 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Velythra' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Cun Changes resistances: +13% all Changes damage: +9% arcane Mental save: +18 (+8 eff.) Mana each turn: +0.40 Maximum mana: +129.00 Maximum vim: +30.00 Spellpower: +38 (+22 eff.) Spell crit. chance: +17% Mindpower: +5 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerurek the pair of rough leather boots (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 10% chance to slow global speed by 55% Changes resistances: +6% lightning / +18% temporal / +6% nature Changes damage: +12% physical A pair of boots made of leather. |
Hazeonslaught (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +5 Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes resistances: +6% cold Changes resistances penetration: +25% cold / +7% physical Silence immunity: +41% Confusion immunity: +37% Stun/Freeze immunity: +22% Spellpower: +8 (+7 eff.) A pair of boots made of leather. |
Icekiss (10 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Defense: +10 (+2 eff.) Damage when hit (Melee): 2 cold / 4 physical Changes stats: +4 Wil Only die when reaching: -20.00 life Movement speed: +25% A pair of boots made of leather. |
Poretha the pair of dwarven-steel boots (8 def, 4 armour) =8 phys crit=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +11 Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Armour: +4 Defense: +8 (+1 eff.) Fatigue: +3% Changes resistances: +9% blight / +6% temporal Changes damage: +6% blight Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Vorekira (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Armour: +3 Changes stats: +1 Wil Changes resistances: +3% acid Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots 'Willowstrider' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Changes stats: +4 Cun / +4 Wil Changes resistances: +6% nature Changes resistances penetration: +25% lightning / +15% nature / +10% acid Changes damage: +18% nature A pair of boots made of leather. |
Duathelwrack (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 cold / 5 mind / 9 fire Damage when hit (Melee): 6 cold Changes resistances: +7% mind / +13% cold / +6% darkness / +6% fire Changes resistances penetration: +20% darkness Changes damage: +5% cold / +6% mind / +3% fire When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 ice / +7 fire / +7 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Harorab the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Fatigue: +3% Damage (Melee): 8 lightning Damage when hit (Melee): 2 temporal Changes stats: +4 Wil Changes resistances: +6% lightning Changes damage: +3% lightning Mental save: +14 (+7 eff.) Life regen: +4.00 Stamina each turn: +1.00 Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum life: +47.00 Maximum stamina: +16.00 When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
cinder hardened leather gloves of strength (+2) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Damage (Melee): 7 fire Changes stats: +2 Str Changes resistances: +6% fire Changes damage: +4% fire When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +5 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Cracklereeve' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 blight Changes stats: +1 Cun Changes resistances: +9% blight / +7% darkness / +3% lightning Changes resistances penetration: +25% lightning Changes damage: +5% blight Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +28% Infravision radius: +1 When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +15 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +6 darkness Damage (radius 2) on crit: +6 blight It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour) =3 mag=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 arcane Changes stats: +3 Mag / +5 Wil Changes resistances: +4% arcane Changes damage: +5% arcane Spellpower: +6 (+6 eff.) When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str When used to modify unarmed attacks: Base power: 13.5 - 18.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Emelath (2 def, 0 armour) =crit phys=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +9% acid / +15% physical / +12% mind / +12% darkness Changes damage: +15% physical Critical mult.: +20.00% Psi when hit: +0.20 Maximum psi: +30.00 A pointy cloth hat, very wizardly... |
Filthblood (1 def, 0 armour) =3 mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Changes resistances: +11% blight / +3% nature Changes resistances penetration: +10% blight Changes damage: +11% blight Mental save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 A pointy cloth hat, very wizardly... |
Starzeal the linen wizard hat (16 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +16 (+3 eff.) Changes resistances: +15% acid / +3% light Changes damage: +10% acid Physical save: +6 (+2 eff.) Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Turaldir the Winterspitter (25 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Defense: +25 (+5 eff.) Fatigue: +3% Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +10% acid Changes damage: +12% acid / +12% cold Poison immunity: +20% Knockback immunity: +20% Life regen: +4.00 A cap made of leather. |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Physical save: +11 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather armour 'Runalathaldil' (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +4 Cun Changes resistances: +2% physical Changes resistances penetration: +10% mind Changes damage: +24% blight Critical mult.: +20.00% Life regen: +5.00 Stamina each turn: +1.60 Mana each turn: +0.12 Mana when firing critical spell: +2.00 A suit of armour made of leather. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1124 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. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Layiremina the Cinderwreck (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 10 fire Changes stats: +2 Str / +4 Con Mental save: +9 (+4 eff.) Teleport immunity: +20% Maximum life: +100.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level.dwarven-steel pickaxe (dig speed 32 turns) 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
BetorettaCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +25 (+5 eff.) Damage when hit (Melee): 2 temporal Changes resistances: +6% acid / +3% mind Light radius: +6 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. |
Emykira the Duathelschism =4 mag=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes stats: +1 Cun / +4 Mag Light radius: +8 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 Activation costs 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. |
great healing salve [power 259] great healing salve [power 259]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. It can be used to heal 259 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
This item will automatically be transmogrified when you leave the level.Icerip (19/19, 32-38 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 19 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 190 physical damage Travel speed: +400% Damage Shield penetration (this weapon only): +20% Damage (radius 1) on hit: +20 cold When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.acidic pouch of dwarven-steel shots of daylight (22/22, 32-38 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Damage (Ranged): +9 light Damage against: +11% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots of grasping (16/16, 32-38 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 181 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
dwarven steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour: +3 Armour Hardiness: +20% Fatigue: +3% Tinkers can be attached to normal items to improve them with steam power! |
Duvuzor the voratun torque of gale force [power 425] (18/15 cooldown) =crit multi=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Str / +4 Dex Critical mult.: +20.00% Cut immunity: +20% Silence immunity: +20% Maximum stamina: +30.00 Maximum hate: +4.00 It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 710 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Prismbraid [power 105] (18/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances penetration: +15% light Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Light radius: +1 It can be used to blast the opponent's mind dealing 129 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Voidbutcher the steel torque of clear mind [power 2] (18/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 23% Damage when hit (Melee): 4 darkness Changes resistances: +24% lightning Changes damage: +12% arcane / +24% darkness It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 58. Torques are made by powerful psionics to store psionic powers. |
extending elm totem of stinging [power 110] (18/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 121 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
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. |
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 30 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. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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 (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By alii the Halfling Brawler level 37
37th Pyre 123rd year of Ascendancy at 20:02 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By alii the Halfling Brawler level 37
36th Pyre 123rd year of Ascendancy at 02:31 see stats
Catch that Plumpkin! (Insane (Roguelike) difficulty)
Finish the Plumpkin event.By alii the Halfling Brawler level 30
1st Allure 123rd year of Ascendancy at 19:30 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By alii the Halfling Brawler level 12
39th Dusk 122nd year of Ascendancy at 14:20 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By alii the Halfling Brawler level 33
49th Regrowth 123rd year of Ascendancy at 23:46 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By alii the Halfling Brawler level 20
4th Haze 122nd year of Ascendancy at 05:31 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By alii the Halfling Brawler level 32
25th Regrowth 123rd year of Ascendancy at 14:00 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By alii the Halfling Brawler level 22
7th Haze 122nd year of Ascendancy at 16:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By alii the Halfling Brawler level 10
1st Dusk 122nd year of Ascendancy at 07:18 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By alii the Halfling Brawler level 20
73rd Dusk 122nd year of Ascendancy at 02:22 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By alii the Halfling Brawler level 30
75th Haze 122nd year of Ascendancy at 21:58 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By alii the Halfling Brawler level 25
49th Haze 122nd year of Ascendancy at 19:28 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By alii the Halfling Brawler level 28
73rd Haze 122nd year of Ascendancy at 05:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By alii the Halfling Brawler level 7
2nd Mirth 122nd year of Ascendancy at 10:01 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 alii the Halfling Brawler level 33
63rd Regrowth 123rd year of Ascendancy at 01:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By alii the Halfling Brawler level 7
3rd Flare 122nd year of Ascendancy at 00:01 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By alii the Halfling Brawler level 23
9th Haze 122nd year of Ascendancy at 06:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By alii the Halfling Brawler level 15
54th Dusk 122nd year of Ascendancy at 20:02 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By alii the Halfling Brawler level 24
17th Haze 122nd year of Ascendancy at 03:20 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By alii the Halfling Brawler level 36
35th Pyre 123rd year of Ascendancy at 05:36 see stats
Log
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Alii uses Infusion: Wild.
Alii is less vulnerable to physical.
Alii is cured!
Alii lessens the pain.
Alii uses Set Up.
Alii is moving defensively!
Cyredhessra the stone troll hits alii for (35 flat reduction), 57 fire (57 total damage).
Alii uses Tumble.
Cyredhessra the stone troll hits alii for (35 flat reduction), 57 fire (57 total damage).
Lore found: Iron Throne Reknor expedition, last words
You can read all your collected lore in the game menu, by pressing Escape.
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon)'s mind surges with critical power!
alii reacts to damage from Ritch flamespitter (wild summon), mitigating the blow!.
Ritch flamespitter (wild summon) hits alii for (35 flat reduction), (107 reacted , -5 stam), 166 fire (166 total damage).
Cyredhessra the stone troll casts Curse of Death.
Alii is cursed.
Bleeding from Alii hits Turtle for 52 physical damage.
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon)'s mind surges with critical power!
alii reacts to damage from Ritch flamespitter (wild summon), mitigating the blow!.
Ritch flamespitter (wild summon) hits alii for (35 flat reduction), (132 reacted , -5 stam), 204 fire (204 total damage).
alii the level 38 halfling brawler was combusted to death by a ritch flamespitter (wild summon) on level 3 of Lost Dwarven Kingdom of Reknor.








































































































































