











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 | Shalore |
| Class | Shadowblade |
| Level / Exp | 44 / 23% |
| Size | big |
| Lifes / Deaths | Killed by Massok the Dragonslayer at level 44 on the 42nd Pyre 124th year of Ascendancy at 13:23 / 1 |
Primary Stats
| Strength | 66 (base 51) |
| Dexterity | 77 (base 60) |
| Constitution | 39 (base 10) |
| Magic | 46 (base 13) |
| Willpower | 19 (base 10) |
| Cunning | 78 (base 60) |
Resources
| Life | -130/990 |
| Mana | 53/403 |
| Stamina | 0/286 |
| Healing Factor | 1.316254336803 |
| Regeneration | 5.5940809314122 |
Speed
| Mental | +5.0182080713057E-12% |
| Attack | 0% |
| Movement | +10% |
| Spell | +4.9960036108132E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 9 |
| See Stealth | 80.606190251377 |
| See Invisible | 72.606190251377 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 65 |
| Crit Chance | 63% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 84 |
| Accuracy | 65 |
| Crit Chance | 63% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 40% |
| Speed | 0.99999999999995 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +62% |
| Arcane | +12% |
| Cold | +13% |
| All | 0% |
| Darkness | +7% |
| Light | +5% |
| Temporal | +36% |
| Fire | +32% |
| Physical | +28% |
Offense: Damage Penetration
| Physical | +56% |
| Acid | +63% |
| Light | +60% |
| Temporal | +61% |
| Cold | +45% |
| Arcane | +50% |
| Fire | +52% |
| All | +35% |
Defense: Base
| Armour (hardiness) | 6 (35.65183292883%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 36 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 27%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 26%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 35%( 70%) |
| Mind | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 31% |
| Poison Resistance | 20% |
| Blind Resistance | 60% |
| Silence Resistance | 22% |
| Bleed Resistance | 0% |
| Disarm Resistance | 80% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 606 damage for 7 turns. Its effects scale with your Strength 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 152 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: 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 749% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Prodigies
| 1/1 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by giant spider. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by ritch flamespitter. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1075. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 vial of squid ink. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bloated horror heart. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | pair of iron boots 'Prismshine' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Dex / +3 Mag Changes resistances penetration: +15% light Reduces incoming crit damage: 15.00% Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +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 | BoltbreakerPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 2 arcane Changes stats: +7 Mag Changes resistances: +5% arcane / +9% lightning Changes resistances penetration: +15% arcane / +10% all Changes damage: +12% arcane Mental save: +10 (+3 eff.) Spellpower: +11 (+3 eff.) Light radius: +9 See stealth: +16 See invisible: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | cashmere wizard hat 'Porymina' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +2 (+1 eff.) Changes stats: +3 Con Changes resistances: +19% acid Changes resistances penetration: +10% acid Changes damage: +19% acid Stamina each turn: +2.00 Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
| On hands | Brenaharachik 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: +5 (+1 eff.) Physical crit. chance: +5.0% Armour: +3 Changes stats: +6 Con Changes resistances: +5% arcane Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Physical save: +26 (+8 eff.) Spell save: +7 (+3 eff.) Mental save: +12 (+4 eff.) Disease immunity: +20% Disarm immunity: +80% Pinning immunity: +20% Spell crit. chance: +8% Mental crit. chance: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 33.5 - 36.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +14 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | stralite torque of psionic shield 'Ulfadir' [power 125] (15/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances: +18% lightning / +9% fire Critical mult.: +20.00% Poison immunity: +20% Knockback immunity: +20% Light radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 125 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | MayuyallePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +15% physical Changes damage: +9% physical Physical save: +3 (+1 eff.) Spell save: +11 (+5 eff.) Blindness immunity: +22% Maximum stamina: +10.00 Infravision radius: +4 See stealth: +7 See invisible: +8 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 mind Changes stats: +6 Mag / +6 Wil / +4 Con Changes resistances: +12% acid Changes damage: +12% acid Spell save: +12 (+5 eff.) Blindness immunity: +38% Maximum stamina: +24.00 Spellpower: +11 (+3 eff.) Infravision radius: +5 See stealth: +17 See invisible: +12 Can be unequipped or rerolled. 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? |
| Around neck | stralite amulet 'Freezerune'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +14 Fatigue: -7% Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes stats: +6 Dex / +4 Mag / +8 Cun / +7 Con Changes resistances: +12% mind Changes resistances penetration: +10% cold Changes damage: +5% light / +7% temporal / +7% darkness / +6% physical Critical mult.: +17.00% Life regen: +4.00 Stamina each turn: +0.60 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Movement speed: +10% Amulets make your neck look great! |
| In main hand | elemental voratun dagger of crippling (36-47 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Cun, 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 86 acid damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +18% acid Changes damage: +23% acid Sharp, short and deadly. |
| Around waist | hardened leather belt 'Adarenne'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Cun / +3 Con Changes resistances: +13% lightning / +8% temporal Physical save: +6 (+2 eff.) Knockback immunity: +10% Maximum life: +60.00 Mental crit. chance: +7% Healing mod.: +10% Size category: +1 A belt that goes around your waist. |
| In off hand | elemental voratun dagger of amnesia (38-50 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Cun, 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: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Create an explosion dealing 86 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +17% fire Changes damage: +26% fire Sharp, short and deadly. |
| Cloak | Glowburst the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 light Changes stats: +3 Str / +4 Con Changes resistances: +6% light Changes resistances penetration: +10% light / +20% temporal Changes damage: +6% cold / +21% temporal Physical save: +10 (+3 eff.) Maximum life: +66.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | ancient Robe of the Worm of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +11% acid / +11% physical / +10% fire / +10% cold / +7% all Changes resistances penetration: +6% temporal / +6% physical Changes damage: +8% acid / +8% temporal / +7% cold / +6% fire / +13% physical Talent cooldown: Refit Golem (-3 turns) Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 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. 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. |
manasurge rune of the duelist (regen 1221% over 10 turns; mana 61; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1221% for 10 turns (0 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Aryssra the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Armour: +4 Changes stats: +7 Str / +2 Wil Changes resistances: +26% fire / +26% cold Changes resistances penetration: +15% physical Maximum stamina: +30.00 See invisible: +21 Amulets make your neck look great! |
Beradravor the ChargebreacherInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7 Dex Changes resistances: +12% blight / +13% temporal / +9% lightning Pinning immunity: +28% Knockback immunity: +24% Amulets make your neck look great! |
Ce'Nemiwe the PitchpythonInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes stats: +4 Dex Changes resistances: +15% lightning / +15% fire / +18% cold Changes damage: +9% lightning / +6% darkness Stun/Freeze immunity: +26% Amulets make your neck look great! |
Gyrin the ShinebreezePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +11 Mag Changes resistances: +3% temporal Changes resistances penetration: +10% light Critical mult.: +13.00% Mana each turn: +1.08 Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +81.00 Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Shiversever =4 mag=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +5 Dex / +4 Mag / +4 Con Changes resistances: +14% mind Changes damage: +9% physical / +6% cold Confusion immunity: +26% Amulets make your neck look great! |
Brightraider the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +9 (+3 eff.) Damage when hit (Melee): 6 fire Changes resistances: +6% darkness Poison immunity: +10% Disarm immunity: +20% Only die when reaching: -40.00 life Healing mod.: +5% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Hanonarilach the HeatkinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +12% fire / +30% temporal Disarm immunity: +29% Pinning immunity: +29% Knockback immunity: +30% Maximum life: +25.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +5 Con Rings make your fingers look great! |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
rogue's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Blindness immunity: +24% Infravision radius: +3 See stealth: +5 See invisible: +7 Rings make your fingers look great! |
steel ring 'Shadowcast'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+3 eff.) Armour: +4 Changes stats: +2 Cun Changes resistances: +14% temporal Changes damage: +12% darkness / +14% temporal Maximum stamina: +30.00 Rings make your fingers look great! |
stralite ring 'Airmark'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +5% arcane / +6% nature / +36% darkness Changes damage: +18% darkness / +24% lightning Blindness immunity: +20% Silence immunity: +20% Confusion immunity: +20% Teleport immunity: +20% Rings make your fingers look great! |
stralite ring 'Suncutter'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +13 Defense: +15 (+4 eff.) Damage when hit (Melee): 6 fire Changes stats: +6 Mag / +7 Wil Changes resistances: +3% cold / +36% fire Changes resistances penetration: +10% cold / +5% fire Changes damage: +3% cold / +12% fire Spellpower: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
wizard's steel ring of arcana (+0.16/turn) =3 mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Silence immunity: +20% Mana each turn: +0.16 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% Cun, 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. |
Shineguile (26-33 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 25.5 - 33.1 Uses stats: 50% Cun, 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% Damage (Melee): +21 cold Damage (radius 1) on hit: +16 light / +16 acid When wielded/worn: Damage when hit (Melee): 6 acid / 4 fire / 8 light Changes resistances: +9% fire Changes resistances penetration: +25% fire Changes damage: +6% light / +12% acid Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Tundraripper the dwarven-steel dagger (16-21 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 50% Cun, 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% Damage (Melee): +12 acid Damage (radius 2) on crit: +9 lightning / +11 cold / +20 nature / +8 acid When wielded/worn: Armour penetration: +7 Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 cold Changes stats: +3 Con Changes resistances penetration: +11% lightning / +8% physical / +16% cold / +10% nature / +8% acid Changes damage: +6% acid Disarm immunity: +19% Movement speed: +20% Sharp, short and deadly. |
dwarven-steel dagger 'Erelogohad' (26-34 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 26.5 - 34.5 Uses stats: 50% Cun, 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% On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 25 * Create an explosion dealing 86 cold damage (1/turn) Damage (Melee): +5 blight / +12 mind Damage (radius 1) on hit: +4 blight When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Changes resistances penetration: +10% cold Changes damage: +17% cold Sharp, short and deadly. |
elemental stralite dagger of torment (30-38 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Cun, 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 hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 86 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +9% cold Changes damage: +11% cold Sharp, short and deadly. |
hardened leather belt 'Emelamina'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% lightning / +11% temporal Changes resistances penetration: +20% blight Changes damage: +9% blight Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of the giants =6 mag=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +6 Mag Spell save: +7 (+3 eff.) Mana each turn: +0.24 Maximum mana: +33.00 Size category: +1 A belt that goes around your waist. |
Cyrathra the Burnterror (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% cold Changes damage: +18% fire Disease immunity: +20% Knockback immunity: +20% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Siluthra' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% darkness / +3% light Changes resistances penetration: +10% darkness Changes damage: +10% darkness Stealth bonus: +12 Spell save: +9 (+4 eff.) Disease immunity: +20% Life regen: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chillgrit (0 def, 0 armour) =4 mag=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Str / +4 Mag Changes resistances: +6% acid / +18% nature / +11% all Changes damage: +12% nature / +9% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Blastvortex' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Wil / +11 Con Changes resistances: +7% all Changes resistances penetration: +5% lightning Changes damage: +7% nature Poison immunity: +25% Disease immunity: +21% See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Sunraptor' (0 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +2 Changes resistances: +19% lightning / +6% temporal / +3% light / +3% cold / +7% all Changes damage: +13% lightning / +12% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Glimmerlace the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +1 Changes stats: +4 Dex / +4 Con Changes resistances: +6% lightning Changes resistances penetration: +15% light Changes damage: +3% light Infravision radius: +2 A pair of boots made of leather. |
Hellswyrd the pair of rough leather boots (10 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +1 Defense: +10 (+3 eff.) Changes stats: +4 Str / +2 Dex / +3 Cun Changes damage: +6% fire It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.9 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of dwarven-steel boots 'Ebonymight' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Str Changes resistances: +6% acid Changes resistances penetration: +20% darkness / +7% physical Changes damage: +9% physical Critical mult.: +10.00% Stamina each turn: +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Glith' (0 def, 1 armour) =8 mag=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +8 Mag Changes damage: +3% blight Maximum encumbrance: +24 Physical save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 (+3 eff.) A pair of boots made of leather. |
stone warden's hardened leather gloves of dexterity (+4) (0 def, 13 armour) =con=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +13 Armour Hardiness: +6% Changes stats: +4 Dex / +6 Con Changes resistances: +4% physical When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal hardened leather gloves of the starseeker (0 def, 2 armour) =3 mag=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 8 temporal Changes stats: +2 Cun / +3 Mag Changes resistances: +6% temporal / +6% light / +6% darkness Changes damage: +5% temporal Infravision radius: +1 When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (radius 2) on crit: +15 light / +22 darkness It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 65.28 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bokirab the cashmere wizard hat (2 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +30 (+8 eff.) Defense: +2 (+1 eff.) Changes resistances: +10% blight / +3% physical / +8% nature Changes resistances penetration: +25% physical Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
Gloriserin the Plaguepain (2 def, 0 armour) =5 mag=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +3 Dex / +5 Mag Changes resistances penetration: +5% nature Changes damage: +6% darkness Equilibrium when hit: +0.90 Psi when hit: +1.30 Hate when hit: +1.20 Infravision radius: +2 A pointy cloth hat, very wizardly... |
Hukath the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +1 Wil Changes resistances: +1% physical / +6% fire Cut immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisonne (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +4 Con Changes resistances: +6% lightning Light radius: +2 A cap made of leather. |
rough leather cap 'Siludawen' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +1% Changes stats: +2 Str / +2 Dex Changes resistances penetration: +5% arcane Critical mult.: +10.00% Infravision radius: +2 A cap made of leather. |
11 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. |
593 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. |
6 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +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. |
Zaniruihek (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +5% arcane / +3% fire / +3% mind / +6% darkness Changes damage: +3% mind Maximum life: +42.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
10 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 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glareterror the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes stats: +4 Wil Changes resistances: +3% cold / +3% mind / +6% light Changes damage: +6% mind / +9% light Knockback immunity: +10% Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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.(68 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
ZerychikInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Changes stats: +2 Str / +5 Con Changes resistances: +14% blight Changes resistances penetration: +15% physical Life regen: +5.00 Only die when reaching: -60.00 life Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Ce'Nygavena'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Damage when hit (Melee): 13 fire Changes stats: +4 Con Changes resistances: +5% arcane / +7% fire Critical mult.: +10.00% Stamina each turn: +2.00 Maximum stamina: +30.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Yvygata'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +10 Wil Changes resistances: +6% blight / +12% fire / +5% arcane Changes damage: +11% mind Critical mult.: +15.00% Physical save: +8 (+2 eff.) Light radius: +4 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Shimmerwake' =5 mag=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +5 Mag / +3 Wil / +1 Cun Changes resistances: +9% lightning Changes resistances penetration: +5% nature Changes damage: +5% mind 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. |
watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +11 (+5 eff.) Blindness immunity: +26% Confusion immunity: +13% Light radius: +8 See stealth: +10 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
8 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. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Eilinoremira the steel torque of mindblast [power 190] (15/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 35% Damage when hit (Melee): 6 acid Changes stats: +5 Cun / +4 Mag Changes damage: +6% acid Reduces incoming crit damage: 15.00% Light radius: +2 It can be used to blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 32% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Furnacewrither [power 1] (15/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 2 fire Changes resistances: +6% acid / +9% temporal / +9% lightning Blindness immunity: +20% Only die when reaching: -80.00 life It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Winterkin [power 85] (15/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Dex / +4 Mag Changes resistances: +20% blight Changes damage: +6% blight / +6% cold Reduces incoming crit damage: 15.00% See invisible: +18 It can be used to setup a psionic shield, reducing all damage taken by 85 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of psionic shield [power 43] (15/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Radiancetooth the elm totem of stinging [power 116] (15/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances: +6% light Changes damage: +6% mind It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Oozesting' [power 182] (15/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +4 Changes stats: +3 Dex / +7 Con Changes resistances penetration: +5% nature Critical mult.: +10.00% It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
5 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. |
elm wand of lightning storm [power 116] (15/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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. |
7 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. |
3 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. |
6 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 Cutter the Shalore Shadowblade level 35
30th Pyre 123rd year of Ascendancy at 22:17 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Cutter the Shalore Shadowblade level 34
71st Regrowth 123rd year of Ascendancy at 19:13 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Cutter the Shalore Shadowblade level 39
47th Pyre 123rd year of Ascendancy at 15:53 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Cutter the Shalore Shadowblade level 37
43rd Pyre 123rd year of Ascendancy at 02:42 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Cutter the Shalore Shadowblade level 41
3rd Dusk 123rd year of Ascendancy at 17:59 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cutter the Shalore Shadowblade level 15
26th Dusk 122nd year of Ascendancy at 17:34 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Cutter the Shalore Shadowblade level 36
38th Pyre 123rd year of Ascendancy at 02:10 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Cutter the Shalore Shadowblade level 32
67th Regrowth 123rd year of Ascendancy at 22:14 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Cutter the Shalore Shadowblade level 22
30th Haze 122nd year of Ascendancy at 18:50 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Cutter the Shalore Shadowblade level 42
78th Regrowth 124th year of Ascendancy at 02:53 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Cutter the Shalore Shadowblade level 25
45th Haze 122nd year of Ascendancy at 22:05 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 Cutter the Shalore Shadowblade level 29
47th Regrowth 123rd year of Ascendancy at 07:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Cutter the Shalore Shadowblade level 10
10th Mirth 122nd year of Ascendancy at 17:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Cutter the Shalore Shadowblade level 20
72nd Dusk 122nd year of Ascendancy at 03:12 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Cutter the Shalore Shadowblade level 30
59th Regrowth 123rd year of Ascendancy at 18:25 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Cutter the Shalore Shadowblade level 40
52nd Pyre 123rd year of Ascendancy at 02:47 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Cutter the Shalore Shadowblade level 26
7th Decay 122nd year of Ascendancy at 06:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Cutter the Shalore Shadowblade level 39
47th Pyre 123rd year of Ascendancy at 03:37 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Cutter the Shalore Shadowblade level 37
38th Pyre 123rd year of Ascendancy at 10:56 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Cutter the Shalore Shadowblade level 22
30th Haze 122nd year of Ascendancy at 12:07 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Cutter the Shalore Shadowblade level 12
3rd Dusk 122nd year of Ascendancy at 21:17 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 Cutter the Shalore Shadowblade level 26
20th Regrowth 123rd year of Ascendancy at 04:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Cutter the Shalore Shadowblade level 42
75th Regrowth 124th year of Ascendancy at 19:49 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Cutter the Shalore Shadowblade level 41
2nd Summertide 123rd year of Ascendancy at 14:11 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Cutter the Shalore Shadowblade level 26
19th Regrowth 123rd year of Ascendancy at 11:31 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Cutter the Shalore Shadowblade level 22
31st Haze 122nd year of Ascendancy at 05:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cutter the Shalore Shadowblade level 17
50th Dusk 122nd year of Ascendancy at 07:54 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Cutter the Shalore Shadowblade level 33
70th Regrowth 123rd year of Ascendancy at 14:24 see stats
Log
Cutter hits Massok the Dragonslayer for 84 physical, 20 physical, 6 physical, 9 darkness, 9 darkness, 25 fire (153 total damage).
Massok the Dragonslayer rearms.
Massok the Dragonslayer has recovered!
Massok the Dragonslayer uses Shattering Shout.
Cutter reacts to damage from Massok the Dragonslayer, mitigating the blow!.
Cutter is no longer focused on penetrating defenses.
Cutter is no longer out of phase.
Talent Dirty Fighting is ready to use.
Talent Congeal Time is ready to use.
Talent Feint is ready to use.
Massok the Dragonslayer hits Cutter for (66 reacted , -5 stam), (121 absorbed), 0 physical (0 total damage).
Cutter performs a melee critical strike against Massok the Dragonslayer!
Massok the Dragonslayer has temporarily forgotten Execution for 1 turns!
Cutter hits Massok the Dragonslayer for 21 physical, 8 darkness, 26 acid, 25 physical, 8 darkness, 21 fire (108 total damage).
Massok the Dragonslayer uses Death Dance.
Massok the Dragonslayer performs a melee critical strike against Cutter!
Cutter reacts to an attack from Massok the Dragonslayer, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Cutter crumbles.
Cutter's spell attains critical power!
Massok the Dragonslayer resists the effect 'Dazzled'!
Massok the Dragonslayer roars triumphantly.
The shattering blow creates a shockwave!
Massok the Dragonslayer's blood frenzy intensifies!
Cutter starts to bleed.
Phantasmal Shield hits Massok the Dragonslayer for 31 light damage.
Melee retaliation hits Massok the Dragonslayer for 3 light, 1 arcane, 1 mind (4 total damage).
Massok the Dragonslayer hits Cutter for (124 reacted , -5 stam), (44 absorbed), 218 physical (218 total damage).
Cutter the level 44 shalore shadowblade was cleaved to death by Massok the Dragonslayer on level 4 of Daikara.

















































































































































