














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Oozemancer |
| Level / Exp | 38 / 27% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 53 (base 40) |
| Magic | 11 (base 10) |
| Willpower | 144.3362505132 (base 60) |
| Cunning | 94.336250513196 (base 60) |
Resources
| Life | 1231/1231 |
| Equilibrium | 76 |
| Healing Factor | 1.5445784192899 |
| Regeneration | 27.67330213703 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 62.109403412515 |
| See Invisible | 62.109403412515 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 64 |
| Crit Chance | 28% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 64 |
| Crit Chance | 32% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 76 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Nature | +66% |
| Mind | +14% |
| Cold | +24% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +39% |
| Temporal | +19% |
| Nature | +114% |
| Mind | +19% |
| Cold | +24% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 2 |
| Physical Save | 44 |
| Spell Save | 67 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 23%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 30%( 70%) |
| Mind | + 37%( 70%) |
| Darkness | + 37%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Confusion Resistance | 24% |
| Poison Resistance | 75% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 25% |
| Pinning Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 61% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 696% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Moss | 1.40 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Slime | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.60 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Acidic Skin |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | 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 Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 329. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. 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 foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within7 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 67% (based on Cunning) Activation costs 42 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | alchemist's lamp 'Scaldhunt'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +6 Changes resistances: +9% mind / +9% fire Changes resistances penetration: +9% all Blindness immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +20% Life regen: +2.00 Only die when reaching: -20.00 life Light radius: +6 Healing mod.: +5% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 29 power out of 35/35) : Effective talent level: 2.6 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Shadowsmash [power 59] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +5 (+3 eff.) Defense: +25 (+8 eff.) Changes stats: +1 Con Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Maximum stamina: +10.00 It can be used to setup a psionic shield, reducing all damage taken by 59 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Heal for 49. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Nightpyre the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun / +7 Wil Changes resistances: +6% darkness Changes resistances penetration: +20% darkness Changes damage: +9% darkness Disarm immunity: +31% Pinning immunity: +28% Knockback immunity: +31% Maximum life: +25.00 Light radius: +2 Rings make your fingers look great! |
| On fingers | steel quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Stun/Freeze immunity: +30% Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
| Around neck | steel amulet 'Snowflash'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +2 Wil Changes resistances: +9% mind Changes resistances penetration: +10% mind / +10% temporal Changes damage: +12% mind / +9% cold Mental save: +7 (+2 eff.) Confusion immunity: +14% Mindpower: +9 (+3 eff.) Amulets make your neck look great! |
| In main hand | Poltergeist's vined mindstar 'Maleregohek' (87% power, 22 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 72% Wil, 43% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +22 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 arcane When wielded/worn: Armour: +2 Damage (Melee): 5 mind / 5 darkness Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid / +9% darkness / +3% light / +2% all Changes damage: +2% mind / +4% darkness Talent granted: +1 Attune Mindstar Critical mult.: +11.00% Spell save: +4 (+1 eff.) Disarm immunity: +10% Only die when reaching: -40.00 life Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+4 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Bloomsoul (94% power, 16 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 72% Wil, 43% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 34 power out of 40/40) : Effective talent level: 1.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 79 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Main armor | Koryndil the Corruptionpain (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +9% temporal / +30% nature / +11% all Changes resistances penetration: +25% nature / +15% cold Changes damage: +26% nature / +15% cold Spell save: +18 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 76; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 76 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. |
wild infusion of the psychic (res 45%; magical; dur 2; cd 13)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 45% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 18%; mental; dur 2; cd 15)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (727.35 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 727.35 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Blindness immunity: +100% Spellpower: +5 (+5 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 50 power out of 60/60. The evilness of undeath radiates from this amulet. |
Gloriadhewen the Offalwreck =con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +16 Damage when hit (Melee): 4 nature Changes stats: +3 Con Physical save: +6 (+2 eff.) Spell save: +12 (+3 eff.) Blindness immunity: +20% Amulets make your neck look great! |
serendipitous gold amulet of mastery (0.20 Wild-gift / Oozing blades)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 (+9 eff.) Defense: +8 (+3 eff.) Changes stats: +5 Lck Talent mastery: +0.20 Wild-gift / Oozing blades Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
gladiator's steel ring =con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
marksman's copper ring of corrosion (+22%) =dex=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
steel quartz ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 41 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 41 Damage (Ranged): 10 physical Changes stats: +6 Str / +1 Cun / +5 Con Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
titan's steel ring of corrosion (+20%) =con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +10 (+3 eff.) Rings make your fingers look great! |
ash longbow of enduring =con=Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +11 Con / +12 Wil Maximum life: +15.00 Longbows are used to shoot arrows at your foes. |
Prismquencher (75% power, 13 apr, nature damage) =con=Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Changes stats: +5 Con Changes resistances penetration: +10% light Talent granted: +1 Attune Mindstar Mental save: +2 (+1 eff.) Stamina each turn: +1.00 Maximum psi: +14.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of resolve (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Spell save: +3 (+1 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ce'Niretta the Blindtorrent =stun/freeze=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% darkness Physical save: +11 (+4 eff.) Spell save: +3 (+1 eff.) Silence immunity: +10% Stun/Freeze immunity: +10% Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Weepwinter the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage when hit (Melee): 10 blight Changes resistances penetration: +10% nature / +15% fire Changes damage: +15% blight / +6% fire / +27% nature Stealth bonus: +9 A belt that goes around your waist. |
balancing rough leather belt of burglary =dex=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +7 Dex / +7 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +6 Mental crit. chance: +6% Infravision radius: +3 A belt that goes around your waist. |
monstrous hardened leather belt of the vagrant =con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +5 Str / +6 Con Physical save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Malygastir' =stun/freeze=Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +3% fire / +1% physical / +6% blight Changes damage: +3% acid Pinning immunity: +20% Stun/Freeze immunity: +10% Mental crit. chance: +2% A belt that goes around your waist. |
linen cloak 'Aeriba' (1 def, 0 armour) =con=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 all saves and defense by 41 Changes stats: +1 Str / +1 Wil / +9 Con Changes damage: +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismgrit (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +2% physical / +33% fire / +5% arcane / +11% all Changes resistances penetration: +25% light Changes damage: +3% light / +22% fire Spell save: +6 (+1 eff.) Blindness immunity: +20% Disarm immunity: +20% Knockback immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +11% blight / +13% all Mental save: +18 (+5 eff.) Life regen: +2.70 Maximum life: +59.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Radhiromibers' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +30% fire / +13% all Changes damage: +6% mind / +20% fire Critical mult.: +10.00% Physical save: +12 (+4 eff.) Blindness immunity: +20% Silence immunity: +20% Maximum life: +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of the mountain (+12%) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * 5% chance to slow global speed by 70% * 4 arcane resource burn Changes resistances: +9% all / +12% physical Changes damage: +12% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour) =con=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% all Changes damage: +6% nature Poison immunity: +24% Disease immunity: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Breezedash' (5 def, 3 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+12 eff.) Physical crit. chance: +4.0% Armour: +3 Defense: +5 (+2 eff.) Damage when hit (Melee): 10 physical Changes stats: +3 Cun / +4 Con Changes damage: +6% nature Physical save: +12 (+4 eff.) Mental save: +15 (+4 eff.) A pair of boots made of leather. |
Rherain the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+12 eff.) Armour penetration: +18 Armour: +3 Fatigue: +5% Changes stats: +16 Dex / +4 Mag / +15 Cun Changes resistances: +7% darkness / +12% mind / +8% light Stun/Freeze immunity: +10% Knockback immunity: +10% Maximum life: +20.00 Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive hardened leather gloves of strength (+2) (0 def, 2 armour) =str=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +2 Damage (Melee): 7 acid Changes stats: +2 Str Changes resistances: +7% acid Changes damage: +4% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brighthack the linen wizard hat (1 def, 0 armour) =lightning=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% lightning Changes resistances penetration: +20% light Changes damage: +10% lightning Light radius: +2 A pointy cloth hat, very wizardly... |
Ravenstun (0 def, 3 armour) =dex=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: +2 Cun / +9 Dex Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Changes damage: +12% darkness See invisible: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Physical save: +11 (+4 eff.) A cap made of leather. |
10 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. |
318 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. |
8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 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 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aeritha (dig speed 29 turns) =con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +1 Str / +2 Dex / +4 Con Critical mult.: +5.00% Mental save: +6 (+2 eff.) Psi when hit: +0.08 Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Nimbusslice' (dig speed 29 turns) =str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +3% lightning / +6% blight Reduces incoming crit damage: 5.00% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
13 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. |
2 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 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 (+10 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Magmapiercer =con=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% blight / +9% light Changes damage: +18% acid / +12% fire Mental save: +6 (+2 eff.) Cut immunity: +20% Life regen: +8.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +10% 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. |
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. |
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. |
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 168 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. |
steel torque of psionic shield [power 51] (21 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 51 for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging [power 296] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 491 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
8 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. |
4 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. |
6 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. |
9 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. |
13 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 (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Boozemancer the Dwarf Oozemancer level 35
25th Profit 123rd year of Ascendancy at 13:55 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Boozemancer the Dwarf Oozemancer level 30
3rd Profit 123rd year of Ascendancy at 18:45 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Boozemancer the Dwarf Oozemancer level 35
23rd Profit 123rd year of Ascendancy at 18:56 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Boozemancer the Dwarf Oozemancer level 24
15th Iron 123rd year of Ascendancy at 17:04 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Boozemancer the Dwarf Oozemancer level 38
29th Wealth 123rd year of Ascendancy at 22:16 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Boozemancer the Dwarf Oozemancer level 36
23rd Wealth 123rd year of Ascendancy at 18:26 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Boozemancer the Dwarf Oozemancer level 14
5th Wealth 122nd year of Ascendancy at 21:05 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Boozemancer the Dwarf Oozemancer level 37
26th Wealth 123rd year of Ascendancy at 04:08 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Boozemancer the Dwarf Oozemancer level 37
25th Wealth 123rd year of Ascendancy at 23:57 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Boozemancer the Dwarf Oozemancer level 22
30th Shortage 122nd year of Ascendancy at 18:57 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Boozemancer the Dwarf Oozemancer level 20
18th Shortage 122nd year of Ascendancy at 05:29 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Boozemancer the Dwarf Oozemancer level 29
16th Stralite 123rd year of Ascendancy at 05:15 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By Boozemancer the Dwarf Oozemancer level 36
24th Wealth 123rd year of Ascendancy at 03:45 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Boozemancer the Dwarf Oozemancer level 30
19th Voratun 123rd year of Ascendancy at 15:21 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Boozemancer the Dwarf Oozemancer level 10
4th Profit 122nd year of Ascendancy at 06:23 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Boozemancer the Dwarf Oozemancer level 20
17th Shortage 122nd year of Ascendancy at 21:19 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Boozemancer the Dwarf Oozemancer level 30
21st Stralite 123rd year of Ascendancy at 09:54 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Boozemancer the Dwarf Oozemancer level 25
29th Steel 123rd year of Ascendancy at 15:40 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Boozemancer the Dwarf Oozemancer level 21
21st Shortage 122nd year of Ascendancy at 01:40 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Boozemancer the Dwarf Oozemancer level 37
26th Wealth 123rd year of Ascendancy at 08:30 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Boozemancer the Dwarf Oozemancer level 6
19th Voratun 122nd year of Ascendancy at 05:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Boozemancer the Dwarf Oozemancer level 6
27th Voratun 122nd year of Ascendancy at 11:57 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Boozemancer the Dwarf Oozemancer level 30
3rd Profit 123rd year of Ascendancy at 18:45 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Boozemancer the Dwarf Oozemancer level 24
9th Steel 123rd year of Ascendancy at 23:39 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Boozemancer the Dwarf Oozemancer level 24
9th Steel 123rd year of Ascendancy at 03:06 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Boozemancer the Dwarf Oozemancer level 27
7th Gold 123rd year of Ascendancy at 02:16 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Boozemancer the Dwarf Oozemancer level 17
20th Loss 122nd year of Ascendancy at 11:19 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Boozemancer the Dwarf Oozemancer level 34
23rd Profit 123rd year of Ascendancy at 11:27 see stats
Log
Accepted quest 'The many Prides of the Orcs'! (Press 'j' to see the quest log)
Aeryn points to the known locations on your map.
You have learned the talent Relentless Pursuit.
Zemekkys points to the location of Vor Armoury on your map.
Accepted quest 'There and back again'! (Press 'j' to see the quest log)
She marks the location of Ardhungol on your map.
Accepted quest 'Eight legs of wonder'! (Press 'j' to see the quest log)
Today is the 30th Wealth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Limmir the Jeweler creates: stralite quartz ring
Limmir the Jeweler creates: steel quartz ring
Limmir the Jeweler creates: steel quartz ring
Boozemancer wears: titan's steel ring of corrosion (+20%) =con=.
Boozemancer can not wear (on fingers): steel quartz ring (antimagic).
Boozemancer wears: steel quartz ring.
You gain 4.71 gold from the transmogrification of steel quartz ring.
You gain 4.86 gold from the transmogrification of stralite quartz ring.
Limmir the Jeweler creates: steel quartz ring
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).




















































































































