










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Display class 1.7.0Display class icon on top off enemies |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Wanderer |
| Level / Exp | 30 / 1% |
| Size | small |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 9 (base 12) |
| Dexterity | 15 (base 12) |
| Constitution | 38 (base 37) |
| Magic | 99 (base 57) |
| Willpower | 16 (base 12) |
| Cunning | 18 (base 12) |
Resources
| Life | 892/892 |
| Mana | 348/348 |
| Stamina | 202/202 |
| Paradox | 300 |
| Healing Factor | 1.3102122670884 |
| Regeneration | 0.3275530667721 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 20.155423598945 |
| See Invisible | 20.155423598945 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 22 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Darkness | +45% |
| Light | +61% |
| Temporal | +41% |
| Blight | +12% |
| Arcane | +33% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Darkness | +10% |
| Light | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 44 |
| Mental Save | 12 |
Defense: Resistances
| Darkness | + 36%( 70%) |
| Light | + 48%( 70%) |
| Temporal | + 29%( 70%) |
| Cold | + 30%( 70%) |
| All | + 23%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 489 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 17% 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: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 527% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -553 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 553 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Psionic / Kinetic mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thermal mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Flux | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.20 |
| 4/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Spell / Divination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Reality Smearing |
| talent | Phantasmal Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Invar. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by wolf. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by Wrathroot. Escort: lost defiler (level 4 of Old Forest) | 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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | Neromildil the Starvengeance (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Spellpower +14 (+4 eff.) Damage +3% arcane, +6% light Ignore resists +10% light, +10% arcane When Hit 4 arcane defense ------ Armor +4 Fatigue -3% Resistance +3% light Physical save +8 (+4 eff.) other ------- Encumbrance +29 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | shielding linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats Mag +3 defense ------ Defense +1 (+0 eff.) Spell save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | overpowered elven-wood totem of healing [power 500] (23 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 500 Puts all charms on 23 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats Mag +2 defense ------ Spell save +4 (+1 eff.) Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
| On fingers | pixie's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats Cun +2, Mag +3 offense ------ Physical Power +7 (+3 eff.) Spellpower +12 (+3 eff.) Mindpower +7 (+4 eff.) Rings make your fingers look great! |
| Around waist | Glacierbone1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats Mag +7 offense ------ Damage +12% blight, +6% cold When Hit 4 arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Resistance +3% cold Life +39.00 A belt that goes around your waist. |
| In main hand | Eclipse (117% power, 4 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+3 eff.) Damage +15% light, +15% physical +15% darkness, +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats Mag +3 offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness, +8% temporal Ignore resists +10% darkness, +10% temporal defense ------ Resistance +8% darkness, +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Darkclash the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats Mag +4, Wil +4, Cun +1 offense ------ Spell Crit +12% Spellpower +19 (+5 eff.) Damage +18% light, +18% temporal +22% darkness, +30% arcane When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Resistance +6% cold, +9% darkness +15% all Spell save +21 (+7 eff.) other ------- Max mana +74.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Fulolar the Dayrock (11 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Damage +12% light defense ------ Defense +11 (+5 eff.) Life +32.00 other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Vorassra0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +3% blight When Hit 2 arcane defense ------ Fatigue -5% Life Regen +2.00 other ------- Max mana +60.00 Amulets make your neck look great! |
serendipitous gold amulet of mastery (0.14 Technique / Superiority)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats Lck +8 offense ------ Accuracy +10 (+5 eff.) defense ------ Defense +10 (+5 eff.) Resist unseen 12% other ------- Masteries +0.14 Technique/Superiority Amulets make your neck look great! |
stralite amulet 'Gloromivea'0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower/crit +2 Combat Speed +10% Damage +9% blight, +8% physical When Hit 8 temporal defense ------ Defense +10 (+5 eff.) Resistance +3% lightning Crit Resistance 10.00% other ------- Mana-on-crit +1.00 Amulets make your neck look great! |
vitalizing gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats Con +4 defense ------ Physical save +11 (+6 eff.) Life +36.00 Life Regen +4.00 Amulets make your neck look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats Cun +6 offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+10 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring 'Flashnaught'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats Cun +1 offense ------ Damage +13% lightning Ignore resists +25% lightning defense ------ Resistance +23% lightning Rings make your fingers look great! |
gladiator's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats Str +5, Con +6 offense ------ Physical Power +7 (+3 eff.) Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
marksman's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Dex +4 offense ------ Accuracy +8 (+4 eff.) defense ------ Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
savior's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Physical save +9 (+5 eff.) Spell save +9 (+3 eff.) Mind save +7 (+7 eff.) Rings make your fingers look great! |
solipsist's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats Cun +5, Wil +4 offense ------ Mindpower +5 (+3 eff.) Accuracy +11 (+5 eff.) Ignore Armor +8 defense ------ Defense +9 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats Cun +7 offense ------ On-Hit 11 physical On-Ranged-Hit 13 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 15 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 15 other ------- Hate-on-crit +1.00 Max hate +5.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
treant's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Defense +9 (+4 eff.) Resistance +9% nature, +8% blight Poison Resist +14% Disease Resist +15% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
warrior's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats Str +5 defense ------ Armor +10 Rings make your fingers look great! |
manaburning dwarven-steel battleaxe of erosion (140% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Nature/Disrupt Weapon Damage 140% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +19 item manaburn arcane +12 nature On Hit: * 19 arcane resource burn Massive two-handed battleaxes. |
Obliterator (159% power, 10 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 40 [Unique] Master Weapon Damage 159% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 9 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats Str +5, Con +5 offense ------ Critical power +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Crystal Shard (113% power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 113% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+4 eff.) Damage +18% arcane, +18% blight defense ------ Resistance +10% arcane, +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
ash vilestaff 'Bogkin' (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Dex +6, Mag +1, Wil +1 offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness Ignore resists +25% nature, +15% acid On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Defense +7 (+3 eff.) Resistance +6% acid other ------- Light +3 Infravision +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 206.73 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
bloodlich's yew starstaff (120% power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Mag +3, Cun +3, Con +4 offense ------ Spell Crit +3% Critical power +14.00% Spellpower +9 (+2 eff.) Damage +20% temporal other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +35.00 Max negative +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's yew starstaff of the prodigy (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Mag +11, Wil +5, Cun +11 Con +1 offense ------ Spell Crit +3% Critical power +12.00% Spellpower +9 (+2 eff.) Spellpower/crit +6 Damage +20% darkness other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +24.00 Max negative +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew starstaff (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +17 (+4 eff.) Damage +20% physical, +20% temporal +20% darkness, +20% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Emelissra' (120% power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Str +2, Cun +5, Con +5 offense ------ Spell Crit +3% Spellpower +12 (+3 eff.) Damage +20% lightning On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% light, +9% lightning Life Regen +1.20 Healmod +13% other ------- Light +2 Infravision +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of wizardry (120% power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Mag +3, Wil +1 offense ------ Spell Crit +3% Spellpower +13 (+3 eff.) Damage +20% cold other ------- Max mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego] Master While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Spell save +5 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
noble's hardened leather belt of valiance1.0 Encumbrance T3 belt armor [Ego++] Master/Psionic While equipped: Stats Cun +3, Wil +6 offense ------ Against +20% Summoned defense ------ Resist Against +15% Summoned Mind save +5 (+5 eff.) Life +40.00 A belt that goes around your waist. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +20% darkness, +15% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
timebroken cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: Stats Mag +4, Wil +3 offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +13% arcane, +5% temporal defense ------ Resistance +11% all other ------- Max mana +29.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lightvile the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Dex +2, Wil +2, Cun +9 offense ------ Damage +15% light, +9% temporal defense ------ Armor +3 Resistance +8% fire, +9% cold A pair of boots made of leather. |
wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats Cun +2, Con +1 defense ------ Armor +1 Physical save +11 (+6 eff.) Mind save +10 (+9 eff.) other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
Aerita the Hailradiance (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Damage +18% cold defense ------ Armor +2 Resistance +12% darkness, +6% cold Life Regen +3.20 other ------- Stamina/turn +0.60 Psi/turn +0.22 Light +3 Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Second Wind level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arytha the Woeshine (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats Str +1 offense ------ On-Hit 7 physical Damage +3% darkness, +3% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Armor +9 Physical save +9 (+5 eff.) Unlife -80.00 life Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +7 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chalulathadir the Frosttouch (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Str +7, Cun +5 offense ------ Physical Power +14 (+7 eff.) Damage +9% cold Ignore resists +15% mind defense ------ Armor +2 Resistance +9% mind other ------- Light +1 See Invisibility +9 Unarmed combat: Weapon Damage 124% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shadekill the drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats Str +4, Mag +4 offense ------ Physical Power +13 (+6 eff.) Spellpower/crit +8 Damage +12% arcane, +9% darkness When Hit 8 arcane defense ------ Armor +3 other ------- Mana/turn +0.08 Unarmed combat: Weapon Damage 138% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather cap of fortune (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Nature While equipped: Stats Lck +7 offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +5% defense ------ Armor +3 Fatigue +3% A cap made of leather. |
starseer's cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +6% darkness, +7% temporal +6% light, +9% physical defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Normal] While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
14 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
157 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Velolle the dwarven-steel pickaxe (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2, Dex +10 offense ------ Physical Power +6 (+3 eff.) Move Speed +10% Damage +9% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Resistance +6% mind other ------- See Invisibility +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Singehunter the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Dex +4, Wil +4 offense ------ Damage +6% mind, +6% cold Ignore resists +15% fire When Hit 2 fire other ------- Light +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. |
ethereal alchemist's lamp0.0 Encumbrance T3 lite [Ego+] Arcane While equipped: Stats Mag +5 offense ------ Spellpower +10 (+3 eff.) other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
dwarven-steel torque of psionic shield [power 79] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 15] (20 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
quick ash totem of stinging [power 158] (10 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 158 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 turn cooldown Natural totems are made by powerful wilders to store nature power. |
15 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness, +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 143 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Oozevein the elm wand of shielding [power 122] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats Wil +6, Mag +2 offense ------ Spellpower +10 (+3 eff.) Ignore resists +10% nature Ignore Shields +30% other ------- Max vim +20.00 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance [power 11] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 85 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
7 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Invar the Halfling Wanderer level 17
42nd Haze 122nd year of Ascendancy at 22:32 see stats
Exterminator
Killed 1000 creatures.By Invar the Halfling Wanderer level 18
54th Haze 122nd year of Ascendancy at 18:11 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Invar the Halfling Wanderer level 29
75th Regrowth 123rd year of Ascendancy at 04:52 see stats
Level 10
Got a character to level 10.By Invar the Halfling Wanderer level 10
18th Dusk 122nd year of Ascendancy at 10:53 see stats
Level 20
Got a character to level 20.By Invar the Halfling Wanderer level 20
76th Haze 122nd year of Ascendancy at 17:35 see stats
Level 30
Got a character to level 30.By Invar the Halfling Wanderer level 30
1st Pyre 123rd year of Ascendancy at 18:23 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Invar the Halfling Wanderer level 26
38th Regrowth 123rd year of Ascendancy at 22:08 see stats
Size matters
Did over 600 damage in one attack.By Invar the Halfling Wanderer level 17
54th Haze 122nd year of Ascendancy at 03:50 see stats
The Arena
Unlocked Arena mode.By Invar the Halfling Wanderer level 10
11st Haze 122nd year of Ascendancy at 04:40 see stats
The secret city
Discovered the truth about mages.By Invar the Halfling Wanderer level 20
10th Decay 122nd year of Ascendancy at 12:37 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Invar the Halfling Wanderer level 21
9th Allure 123rd year of Ascendancy at 02:48 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Invar the Halfling Wanderer level 26
43rd Regrowth 123rd year of Ascendancy at 19:40 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Invar the Halfling Wanderer level 17
54th Haze 122nd year of Ascendancy at 02:46 see stats
Log
Invar retunes the fabric of spacetime.
Invar stops spinning fate.
Reality around Invar is coherent again.
Invar stops weaving fate.
Invar recovers sight.
Talent Webs of Fate is ready to use.
Talent Seal Fate is ready to use.
Invar feels pain again.
Invar is less impervious to physical effects.
Invar is no longer surging arcane power.
Talent Infusion: Wild is ready to use.
Talent Mirror Image is ready to use.
Talent Illuminate is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Indomitable is ready to use.
Talent Luck of the Little Folk is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
Invar picks up (B.): timebroken cashmere robe (0 def, 0 armour).
You pickup 1.00 gold pieces.
Invar picks up ( .): quartz.
You pickup 0.90 gold pieces.
Ran for 3 turns (stop reason: hostile spotted to the northwest (slimy ooze)).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.







































































































































