











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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Halfling |
| Class | Marauder |
| Level / Exp | 37 / 89% |
| Size | small |
| Lifes / Deaths | Killed by Cyrilrarin the patchwork troll at level 37 on the 49th Pyre 123rd year of Ascendancy at 03:07 / 1 |
Primary Stats
| Strength | 77 (base 60) |
| Dexterity | 83 (base 60) |
| Constitution | 24 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 52 (base 37) |
Resources
| Life | -574/980 |
| Mana | 301/421 |
| Stamina | 151/270 |
| Healing Factor | 1.4372674059366 |
| Regeneration | 11.857456098977 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 38.264408783316 |
| See Invisible | 38.264408783316 |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 62 |
| Crit Chance | 46% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 104 |
| Accuracy | 62 |
| Crit Chance | 48% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Blight | +9% |
| Arcane | +9% |
| Cold | +35% |
| All | 0% |
| Darkness | +24% |
| Light | +6% |
| Physical | +31% |
| Fire | +12% |
| Lightning | +18% |
Offense: Damage Penetration
| Acid | +32% |
| Light | +20% |
| Darkness | +12% |
| Physical | +14% |
| Cold | +39% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (38.594633868923%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 20 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 62%( 70%) |
| All | + 31%( 70%) |
| Lightning | + 50%( 70%) |
| Light | + 58%( 70%) |
| Temporal | + 33%( 70%) |
| Physical | + 31%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 49% |
| Confusion Resistance | 40% |
| Poison Resistance | 20% |
| Disarm Resistance | 72% |
| Bleed Resistance | 20% |
| Pinning Resistance | 31% |
| Silence Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 75 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 612 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 6 times. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by barrow wight. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by giant lightning ant. Escort: temporal explorer (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Zubonne the skeleton warrior. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 551. | 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. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You 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 | Issiduhell the Cracklesweeper (0 def, 12 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: -5% Changes resistances: +15% light Changes damage: +12% lightning Confusion immunity: +20% Stamina each turn: +0.70 Only die when reaching: -80.00 life Maximum life: +45.00 Maximum psi: +20.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +2% Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Prismmoon'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes stats: +5 Wil Changes resistances: +18% light Changes resistances penetration: +20% light Changes damage: +6% light / +12% fire Critical mult.: +15.00% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Camyvon' (6 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+1 eff.) Fatigue: +4% Changes resistances: +3% acid / +3% temporal / +12% nature / +5% arcane / +5% all Reduces incoming crit damage: 10.00% Physical save: +25 (+9 eff.) Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic voratun gauntlets of the juggernaut (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +2 Con Physical save: +15 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +13 (+7 eff.) Disarm immunity: +49% Maximum life: +54.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Flashbile [power 26] (14/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% lightning Changes damage: +6% lightning Poison immunity: +20% Cut immunity: +20% Only die when reaching: -60.00 life Healing mod.: +20% It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | TarrogundPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +32 (+8 eff.) Defense: +30 (+7 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +30% cold Changes damage: +15% cold Spellpower: +16 (+8 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
| On fingers | gold ring 'Belebeth'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +6 Con Changes damage: +9% blight / +9% arcane Disarm immunity: +23% Pinning immunity: +31% Knockback immunity: +28% Life regen: +8.00 Mana each turn: +0.16 Maximum life: +89.00 Maximum mana: +40.00 Healing mod.: +12% Rings make your fingers look great! |
| Around neck | gold amulet 'Getoraleg'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Defense: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 25% Changes stats: +4 Str Changes resistances: +18% lightning Changes resistances penetration: +10% acid Stun/Freeze immunity: +29% Only die when reaching: -60.00 life Maximum stamina: +30.00 Amulets make your neck look great! |
| In main hand | stralite dagger 'Shimmersnake' (36-46 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 35.5 - 46.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 43 cold damage (1/turn) Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +12 lightning When wielded/worn: Damage when hit (Melee): 2 mind / 4 lightning Changes resistances penetration: +14% cold Changes damage: +5% cold Maximum hate: +8.00 Sharp, short and deadly. |
| Around waist | Veluganor the DazzlebornCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +4 Changes stats: +4 Dex / +2 Wil / +4 Cun / +6 Lck Changes resistances: +6% light Changes damage: +6% physical Trap disarming bonus: +7 Stealth bonus: +7 Only die when reaching: -60.00 life Infravision radius: +4 Damage Shield penetration: +30% A belt that goes around your waist. |
| In off hand | elemental voratun dagger of rage (38-49 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 43 acid damage (1/turn) When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +8 Str Changes resistances penetration: +22% acid Changes damage: +5% acid / +9% physical Sharp, short and deadly. |
| Cloak | cashmere cloak 'Duathelpain' (9 def, 0 armour) =5 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% * 20% chance to reduce armor by 25% Changes stats: +3 Dex / +5 Con Changes damage: +9% acid Physical save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Freezequell (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% cold / +30% fire / +11% all Changes resistances penetration: +14% physical / +12% darkness / +25% cold Changes damage: +16% physical / +24% darkness / +15% cold Maximum hate: +10.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 195; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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. |
heroism infusion of the duelist (die at -870; dur 6; cd 26)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: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -870 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1739 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the titan (speed 682%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 increase movement speed by 682% 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 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. |
regeneration infusion of the psychic (heal 345; 13 cd)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)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: 24 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. 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 duelist (absorb 163; 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: 15 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 163 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. 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 sneak (absorb 72; cd 13)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 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 72 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 Cunning 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. |
shatter afflictions rune of the warrior (absorb 114; 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: 14 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 114 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 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. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
XanyttaCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 15 Damage when hit (Melee): 4 blight Changes stats: +3 Dex / +5 Cun / +4 Con Changes resistances penetration: +15% arcane Changes damage: +3% blight Talent masteries: +0.14 Technique / Combat techniques +0.17 Technique / Combat training Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck 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. |
Mayylrata the steel ring =11 mag=Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +11 Mag / +10 Wil Changes resistances: +24% fire Changes damage: +9% blight / +12% fire Mana each turn: +0.04 Spellpower: +12 (+6 eff.) Damage Shield penetration: +20% Rings make your fingers look great! |
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 (+3 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. |
SmearstarInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +1 Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +1 Con Changes damage: +6% nature Mental save: +5 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
Stargore the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 light Changes stats: +2 Wil Changes resistances: +26% acid / +6% nature Changes damage: +13% acid / +12% light / +12% mind Disarm immunity: +20% Psi when hit: +0.08 Only die when reaching: -80.00 life Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.16 cold and 13.74 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 43 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of arcana (+0.11/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +20% Mana each turn: +0.11 Rings make your fingers look great! |
gladiator's steel ring of life =6 con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +6 Con Life regen: +10.00 Maximum life: +44.00 Healing mod.: +11% Rings make your fingers look great! |
marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Mental save: +5 (+3 eff.) Confusion immunity: +21% Rings make your fingers look great! |
pixie's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun / +2 Mag Stun/Freeze immunity: +25% Life regen: +3.00 Spellpower: +8 (+4 eff.) Rings make your fingers look great! |
steel ring 'Satyrsear'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +29 (+7 eff.) Armour: +8 Changes stats: +5 Str / +6 Con Changes resistances: +12% nature Critical mult.: +20.00% Physical save: +18 (+6 eff.) Rings make your fingers look great! |
warrior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
Moon (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Turindil (12-15 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Defense: +6 (+1 eff.) Changes resistances penetration: +6% physical Changes damage: +3% arcane Spell save: +6 (+3 eff.) Disarm immunity: +24% Spellpower: +10 (+5 eff.) Sharp, short and deadly. |
dwarven-steel dagger 'Cracklewend' (29-38 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 29.0 - 37.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +7 Changes resistances: +15% lightning / +3% darkness / +3% light Changes resistances penetration: +7% physical Changes damage: +12% lightning Sharp, short and deadly. |
dwarven-steel dagger 'Freezedeath' (20-25 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 18% chance to reduce all saves and defense by 26 Damage (Melee): +8 light / +8 mind Damage (radius 1) on hit: +16 cold / +8 fire Damage against: +14% Undead When wielded/worn: Changes stats: +4 Cun / +6 Wil Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Sharp, short and deadly. |
elemental iron dagger of daylight (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 43 cold damage (1/turn) Damage (Melee): +6 light Damage against: +6% Undead When wielded/worn: Changes resistances penetration: +5% cold Changes damage: +7% cold Sharp, short and deadly. |
enhanced dwarven-steel dagger (18-23 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +6 Dex / +9 Mag / +5 Wil / +5 Cun / +5 Con Sharp, short and deadly. |
iron dagger of crippling (10-14 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
steel dagger 'Bleakstake' (11-14 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 21% * 25% chance for lightning to strike from the target to a second target dealing 43 damage Damage (Melee): +5 cold When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +5% darkness / +5% physical Changes damage: +6% darkness Disarm immunity: +10% Sharp, short and deadly. |
stormbringer's stralite dagger of evisceration (26-34 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +29 lightning / +18 cold When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Changes resistances penetration: +9% lightning / +13% cold Movement speed: +32% Sharp, short and deadly. |
enhanced rough leather sling of enduring =10 con=Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +10 Wil / +5 Cun / +10 Con Maximum life: +22.00 Slings are used to hurl stones or metal shots at your foes. |
ChamarinPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Fatigue: -5% Effects on melee hit: * 10% chance to reduce armor by 25% Changes resistances: +5% arcane Changes damage: +3% acid Maximum encumbrance: +22 Maximum life: +80.00 A belt that goes around your waist. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 140, based on Magic) for 10 turns Activation costs 15 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Salissra the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +3% acid Spell save: +5 (+3 eff.) Blindness immunity: +10% Teleport immunity: +20% Maximum life: +20.00 Size category: +1 A belt that goes around your waist. |
balancing hardened leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +5 Cun / +4 Dex Changes resistances: +8% blight Mental crit. chance: +7% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Belyvena (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% temporal / +9% cold / +3% darkness / +6% mind Changes damage: +3% acid Spell save: +9 (+5 eff.) 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. |
Serpentsear the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 53% Damage when hit (Melee): 4 nature Changes stats: +2 Cun / +1 Dex Changes resistances: +3% nature Changes damage: +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Mardachak' (1 def, 0 armour) =5 cun=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 15 Changes stats: +2 Str / +1 Wil / +5 Cun / +1 Con Changes damage: +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dourwake (0 def, 0 armour) =8 cun=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +5 Mag / +3 Wil / +8 Cun Changes resistances: +13% all Changes damage: +20% temporal / +7% arcane / +11% all Critical mult.: +15.00% Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum mana: +27.00 Spellpower: +18 (+9 eff.) Spell crit. chance: +3% Mindpower: +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes resistances: +15% acid / +14% physical / +13% fire / +14% cold / +13% all Changes damage: +13% acid / +23% temporal / +15% fire / +10% cold / +9% arcane / +10% physical Talent cooldown: Refit Golem (-4 turns) Maximum mana: +77.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Burncutter the pair of iron boots (2 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +2 Wil Changes resistances: +6% darkness / +9% fire Changes damage: +9% mind Only die when reaching: -60.00 life Maximum life: +20.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 3.9 Power cost: 22 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 35% chance to evade melee and ranged attacks and 40 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. |
Daimidur the Crackleblast (0 def, 4 armour) =7 cun=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 6 lightning Changes stats: +6 Str / +7 Cun / +5 Con Changes resistances: +9% cold Changes damage: +9% mind / +7% physical Critical mult.: +10.00% Mental save: +6 (+3 eff.) Mindpower: +10 (+4 eff.) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dairydin (0 def, 1 armour) =3 cun=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Damage when hit (Melee): 6 mind / 2 physical Changes stats: +3 Cun / +3 Wil Changes resistances: +1% physical Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) A pair of boots made of leather. |
Naturewreck (0 def, 3 armour) =6 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +4 Str / +1 Dex / +1 Mag / +3 Wil / +6 Con It can be used to activate talent Rush, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wildstreak the pair of rough leather boots (5 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 53% Changes resistances: +9% nature Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +22% Maximum life: +20.00 A pair of boots made of leather. |
pair of iron boots 'Squalorpall' (0 def, 6 armour) =phys pen=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Armour: +6 Fatigue: +2% Damage when hit (Melee): 6 physical Changes resistances: +3% nature Changes resistances penetration: +15% physical Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dayveil (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: Armour: +2 Fatigue: +3% Damage (Melee): 6 mind / 17 temporal Damage (Ranged): 12 temporal Damage when hit (Melee): 4 fire Changes resistances: +17% temporal / +6% mind / +6% light Changes damage: +4% mind / +9% temporal Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Layykira the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes stats: +1 Cun Changes resistances: +6% temporal Changes damage: +4% temporal Critical mult.: +10.00% Maximum psi: +10.00 Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Blastburst (2 def, 0 armour) =nat res=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 2 temporal Changes stats: +5 Mag / +5 Wil Changes resistances: +12% lightning / +3% temporal / +41% nature Changes damage: +28% nature / +9% lightning Spellpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
Bleakvenom the linen wizard hat (1 def, 0 armour) =3 cun=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +2 Str / +1 Dex / +3 Cun Changes resistances: +3% darkness Mental save: +6 (+3 eff.) See invisible: +12 A pointy cloth hat, very wizardly... |
Boltpulverizer (0 def, 3 armour) =5 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 lightning / 4 physical Changes stats: +4 Str / +5 Con Physical save: +6 (+2 eff.) Stamina each turn: +3.00 A cap made of leather. |
Gevena the iron helm (0 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +7% cold / +3% darkness / +6% temporal Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hathydrakhad the Sparkrigor (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Str / +3 Con Changes resistances penetration: +20% lightning Physical save: +20 (+7 eff.) Mental save: +7 (+4 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life Maximum stamina: +20.00 Light radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 11 power out of 15/15) : Effective talent level: 1.0 Power cost: 11 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
rough leather cap 'Betokira' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +1 Str / +2 Dex Changes resistances: +11% light / +11% darkness Changes resistances penetration: +5% physical Changes damage: +6% physical Only die when reaching: -40.00 life A cap made of leather. |
rough leather cap 'Silayama' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 acid Changes stats: +4 Str / +4 Dex Stamina each turn: +3.00 A cap made of leather. |
Aerysekira the cured leather armour (13 def, 9 armour) =4 con=Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +13 (+3 eff.) Fatigue: +7% Changes stats: +2 Dex / +2 Mag / +2 Wil / +9 Cun / +4 Con Changes damage: +12% temporal Mental save: +14 (+7 eff.) Light radius: +3 A suit of armour made of leather. |
Fulasamas (12 def, 8 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +2 Cun Changes resistances: +6% mind Changes damage: +3% arcane Mental save: +23 (+11 eff.) Life regen: +4.80 Maximum life: +39.00 Spellpower: +15 (+7 eff.) Healing mod.: +11% Damage Shield penetration: +20% A suit of armour made of leather. |
3 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. |
563 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. |
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. |
4 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glorureta (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +4 Str Changes resistances penetration: +5% physical Maximum stamina: +30.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tempestking the dwarven-steel pickaxe (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +2 Str Changes resistances: +15% lightning Changes resistances penetration: +5% mind Critical mult.: +15.00% Physical save: +9 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Maximum life: +58.00 Maximum psi: +20.00 Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Blazegrind' (dig speed 29 turns) =6 con=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +6 Con Changes resistances: +12% nature / +18% lightning Changes damage: +7% nature / +6% lightning Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Ebonystar' (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +2 Str Changes resistances: +6% darkness / +5% fire / +12% nature / +6% physical Changes damage: +6% nature Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
7 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Eryrig the alchemist's lamp =4 con=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Con Changes resistances: +6% acid / +3% temporal Physical save: +14 (+5 eff.) Spell save: +31 (+16 eff.) Mental save: +14 (+7 eff.) Poison immunity: +20% Disease immunity: +20% Light radius: +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Nimbusdredge the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% cold / +2% physical Changes damage: +9% lightning Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) 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. |
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 8 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. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 145 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Blindquencher the steel torque of clear mind [power 2] (14/18 cooldown) =6 con=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Mag / +6 Con Changes resistances: +12% light Changes damage: +3% light See invisible: +6 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 18 turns. When used: * Increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Hanedunarig the dwarven-steel torque of psionic shield [power 71] (14/18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +3 Str Changes damage: +3% physical It can be used to setup a psionic shield, reducing all damage taken by 71 for 5 turns Activation puts all charms on cooldown for 18 turns. When used: * Increase all damage by 15% for 2 turns. * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of healing [power 110] (14/11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
6 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. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Sea Raider the Halfling Marauder level 36
29th Regrowth 123rd year of Ascendancy at 13:46 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sea Raider the Halfling Marauder level 11
9th Mirth 122nd year of Ascendancy at 17:29 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Sea Raider the Halfling Marauder level 32
8th Allure 123rd year of Ascendancy at 04:13 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Sea Raider the Halfling Marauder level 24
72nd Dusk 122nd year of Ascendancy at 03:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sea Raider the Halfling Marauder level 22
60th Dusk 122nd year of Ascendancy at 02:50 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Sea Raider the Halfling Marauder level 22
59th Dusk 122nd year of Ascendancy at 16:32 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 Sea Raider the Halfling Marauder level 30
5th Decay 122nd year of Ascendancy at 05:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sea Raider the Halfling Marauder level 10
3rd Mirth 122nd year of Ascendancy at 00:18 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sea Raider the Halfling Marauder level 20
49th Dusk 122nd year of Ascendancy at 00:35 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sea Raider the Halfling Marauder level 30
5th Decay 122nd year of Ascendancy at 04:01 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Sea Raider the Halfling Marauder level 27
52nd Haze 122nd year of Ascendancy at 12:56 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sea Raider the Halfling Marauder level 36
23rd Pyre 123rd year of Ascendancy at 13:26 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sea Raider the Halfling Marauder level 25
74th Dusk 122nd year of Ascendancy at 00:46 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Sea Raider the Halfling Marauder level 17
21st Dusk 122nd year of Ascendancy at 13:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sea Raider the Halfling Marauder level 10
3rd Mirth 122nd year of Ascendancy at 17:30 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 Sea Raider the Halfling Marauder level 27
14th Haze 122nd year of Ascendancy at 19:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sea Raider the Halfling Marauder level 11
6th Flare 122nd year of Ascendancy at 14:14 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sea Raider the Halfling Marauder level 22
58th Dusk 122nd year of Ascendancy at 19:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sea Raider the Halfling Marauder level 16
20th Dusk 122nd year of Ascendancy at 21:00 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sea Raider the Halfling Marauder level 35
13rd Regrowth 123rd year of Ascendancy at 16:36 see stats
Log
Cyrilrarin the patchwork troll is no longer evading attacks.
Cyrilrarin the patchwork troll slows down.
Cyrilrarin the patchwork troll rushes out!
Cyrilrarin the patchwork troll performs a melee critical strike against Sea Raider!
Cyrilrarin the patchwork troll performs a melee critical strike against Sea Raider!
Cyrilrarin the patchwork troll hits Sea Raider for 124 physical, 8 blight, 27 darkness, 96 physical, 27 darkness (281 total damage).
Melee retaliation hits Cyrilrarin the patchwork troll for 4 lightning, 1 mind, 4 lightning, 1 mind (9 total damage).
Sea Raider aims less carefully.
Sea Raider no longer hears the hateful whisper.
Sea Raider slows down.
Sea Raider's awareness returns to normal.
Talent Tumble is ready to use.
Cyrilrarin the patchwork troll hits Sea Raider for (30 parried), 56 physical, 8 blight, 27 darkness, (30 parried), 44 physical, 27 darkness (161 total damage).
Melee retaliation hits Cyrilrarin the patchwork troll for 4 lightning, 2 mind, 4 lightning, 2 mind (11 total damage).
Cyrilrarin the patchwork troll's Quickdraw Knife hits Sea Raider for 103 physical, 27 darkness (130 total damage).
Melee retaliation hits Cyrilrarin the patchwork troll for 4 lightning, 2 mind (5 total damage).
Cyrilrarin the patchwork troll performs a melee critical strike against Sea Raider!
Cyrilrarin the patchwork troll performs a melee critical strike against Sea Raider!
Cyrilrarin the patchwork troll hits Sea Raider for 94 physical, 8 blight, 27 darkness, 87 physical, 27 darkness (243 total damage).
Melee retaliation hits Cyrilrarin the patchwork troll for 4 lightning, 1 mind, 4 lightning, 2 mind (10 total damage).
Cyrilrarin the patchwork troll's Quickdraw Knife hits Sea Raider for (30 parried), 92 physical, 27 darkness (118 total damage).
Melee retaliation hits Cyrilrarin the patchwork troll for 4 lightning, 1 mind (4 total damage).
Cyrilrarin the patchwork troll aims less carefully.
Cyrilrarin the patchwork troll hits Sea Raider for (30 parried), 50 physical, 8 blight, 27 darkness, 60 physical, 27 darkness (171 total damage).
Melee retaliation hits Cyrilrarin the patchwork troll for 4 lightning, 2 mind, 4 lightning, 2 mind (11 total damage).
Cyrilrarin the patchwork troll's Quickdraw Knife hits Sea Raider for 106 physical damage.
Melee retaliation hits Cyrilrarin the patchwork troll for 4 lightning, 1 mind (4 total damage).
Sea Raider the level 37 halfling marauder was minced to death by Cyrilrarin the patchwork troll on level 2 of Lost Dwarven Kingdom of Reknor.
Sea Raider no longer revels in blood quite so much.








































































































































