Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 34 / 4% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 17 (base 17) |
| Dexterity | 62 (base 53) |
| Constitution | 22 (base 20) |
| Magic | 75 (base 60) |
| Willpower | 38 (base 13) |
| Cunning | 33 (base 11) |
Resources
| Life | 917/917 |
| Paradox | 300 |
| Healing Factor | 1.2 |
| Regeneration | 0.3 |
Speed
| Mental | -2.9864999362417E-12% |
| Attack | -2.9864999362417E-12% |
| Movement | +20% |
| Spell | -2.9864999362417E-12% |
| Global | +103% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 31.488825695862 |
| See Invisible | 39.488825695862 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 62 |
| Crit Chance | 25% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 55 |
| Crit Chance | 25% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35.4 |
| Crit Chance | 27% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 32.19 (73.452380952381%) |
| Defense | 32.278418147709 |
| Ranged Defense | 34.778418147709 |
| Fatigue | 2 |
| Physical Save | 31.461945693019 |
| Spell Save | 45.941297128679 |
| Mental Save | 40.025 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
| Poison Resistance | 14% |
| Confusion Resistance | 15% |
Inscriptions (4/4)
| 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 552 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 10 turns. While Heroism is active, you will only die when reaching -497 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon Folding |
| talent | Contingency |
| talent | Chant of Fortitude |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by Cyrowe the king cobra. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | 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: 49. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed xorn fragment. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed bear paw. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Ce'Nygann the pair of hardened leather boots (2 def, 3 armour) Ce'Nygann the pair of hardened leather boots (2 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +5 Dex / +4 Mag / +2 Wil / +7 Lck Changes damage: +6% mind Critical mult.: +10.00% Stealth bonus: +5 Heals friendly targets nearby when you use a nature summon: +20 It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
| Light source | Alahor the Flashrace Alahor the FlashraceCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Cun Changes resistances: +3% lightning Blindness immunity: +26% Confusion immunity: +15% Light radius: +7 See stealth: +6 See invisible: +14 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 5.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Borygar the hardened leather cap (0 def, 3 armour) Borygar the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to disease Changes stats: +3 Cun / +3 Dex Changes resistances: +7% acid / +8% lightning / +6% blight / +8% fire / +8% nature / +7% cold Changes resistances penetration: +10% blight Spell save: +4 (+1 eff.) Maximum life: +51.00 Healing mod.: +20% A cap made of leather. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 15 power out of 16/16) : Effective talent level: 3.0 Power cost: 15 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 48.90 to 146.71 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 17 power out of 35/35) : Effective talent level: 3.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 59 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | steel ring 'Glorynor' steel ring 'Glorynor'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil Changes resistances penetration: +10% physical Maximum stamina: +5.00 Spellpower: +6 (+2 eff.) Rings can have magical properties. |
| On fingers | Belinor the Flashmoon Belinor the FlashmoonInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom * 15% chance to daze Damage (Melee): 10 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +5 Cun / +2 Wil Changes resistances: +9% blight / +24% fire / +8% nature / +3% lightning Changes damage: +12% fire Grants telepathy: Humanoid/Orc Poison immunity: +14% Disease immunity: +16% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Ulfintir the stralite mace (39-54.6 power, 5 apr) Ulfintir the stralite mace (39-54.6 power, 5 apr)Requires: - Magic 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 39.0 - 54.6 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +11 mind Burst (radius 2) on crit: +11 fire When wielded/worn: Changes stats: +9 Cun / +4 Wil Changes resistances: +7% all Changes resistances penetration: +11% nature / +7% fire Mental save: +10 (+3 eff.) Maximum hate: +2.00 Mental crit. chance: +5% Global speed: +3% Blunt and deadly. |
| Around waist | Brodirig the hardened leather belt Brodirig the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +9% light / +10% darkness Changes resistances penetration: +10% mind Changes damage: +6% mind / +3% temporal Spell save: +8 (+3 eff.) Maximum life: +90.00 Maximum mana: +54.00 Maximum stamina: +41.00 Maximum hate: +13.00 Maximum psi: +23.00 Maximum vim: +22.00 Maximum pos.energy: +27.00 Maximum neg.energy: +25.00 Size category: +1 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
| In off hand | Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 40% Wil, 20% Mag, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+3 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to activate talent Sand Breath (costing 27 power out of 30/30) : Effective talent level: 4.4 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 119.68 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
| Cloak | Isarewe the cashmere cloak (2 def, 0 armour) Isarewe the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Reduces incoming crit damage: 10.00% Spell save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Stamina each turn: +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Demondeath the dwarven-steel mail armour (3 def, 15 armour) Demondeath the dwarven-steel mail armour (3 def, 15 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+2 eff.) Fatigue: +16% Changes stats: +3 Cun / +5 Wil Changes resistances: +9% acid / +7% physical / +6% darkness / +8% fire / +8% lightning / +8% cold Changes damage: +3% darkness Mental save: +14 (+5 eff.) Psi when hit: +0.04 Maximum life: +28.00 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of mail. |
Inventory
healing infusion of the psychic (heal 118) healing infusion of the psychic (heal 118)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 118 and cleanse 1 wound and poison effect. 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 ability. |
heroism infusion of the duelist (+15 for 10 turns, die at -566) heroism infusion of the duelist (+15 for 10 turns, die at -566)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 10 turns. While Heroism is active, you will only die when reaching -566 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (21 nature damage, 36% healing reduction)insidious poison infusion (21 nature damage, 36% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 20.71 nature damage per turn for 7 turns, and reducing the target's healing received by 36%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (367% speed; 5 turns) movement infusion (367% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 367% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (399% speed; 7 turns) movement infusion of the sneak (399% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 399% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 ability. |
movement infusion of the sneak (567% speed; 7 turns) movement infusion of the sneak (567% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 567% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 ability. |
regeneration infusion of the psychic (heal 210 over 5 turns) regeneration infusion of the psychic (heal 210 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 17%; cure magical, mental) wild infusion (resist 17%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 17% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 17%; cure magical, mental) wild infusion of the psychic (resist 17%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 17% for 5 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 ability. |
acid wave rune of the titan (117 acid damage; dur 5; apply 34) acid wave rune of the titan (117 acid damage; dur 5; apply 34)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 117.07 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 34. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (220 lightning damage) lightning rune of the psychic (220 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 73.32 to 219.95 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 475 for 5 turns) shielding rune of the titan (absorb 475 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 475 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 126) teleportation rune of the duelist (range 126)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 126 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 114) teleportation rune of the wizard (range 114)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 114 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Adatta the steel amulet Adatta the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +9% lightning / +13% light / +13% darkness Blindness immunity: +21% Amulets can have magical properties. |
Betutha BetuthaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +6% acid Changes damage: +6% acid Spell save: +6 (+2 eff.) Amulets can have magical properties. |
Ce'Noreldawyn the Boltquill Ce'Noreldawyn the BoltquillInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +2 Cun Changes resistances penetration: +10% arcane Changes damage: +3% lightning Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 40/40) : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 209 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Mayomira MayomiraInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +2% physical / +16% mind / +6% nature Physical save: +14 (+7 eff.) Spell save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Cut immunity: +10% Confusion immunity: +29% Amulets can have magical properties. |
Turetofang the steel amulet Turetofang the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning / +2% physical Mental save: +6 (+2 eff.) Stun/Freeze immunity: +22% Amulets can have magical properties. |
clarifying gold amulet of constitution (+4) clarifying gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +15% mind Confusion immunity: +21% Amulets can have magical properties. |
copper amulet of teleportation copper amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 32), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
stabilizing gold amulet of magic (+3) stabilizing gold amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets can have magical properties. |
steel amulet 'Bloomstake' steel amulet 'Bloomstake'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 light / 8 nature Changes resistances penetration: +5% light Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 215 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite amulet 'Neyarion'stralite amulet 'Neyarion' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +8 Cun / +7 Con Changes resistances: +3% blight / +6% cold Changes damage: +3% mind Mental save: +10 (+3 eff.) Blindness immunity: +15% Disarm immunity: +15% Life regen: +1.10 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
Ariblek the Festerscar Ariblek the FesterscarInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +6% nature Changes damage: +3% nature Blindness immunity: +5% Poison immunity: +5% Mindpower: +7 (+4 eff.) Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Glina the Arcstalker Glina the ArcstalkerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +5 Cun / +9 Wil Changes resistances: +30% darkness / +6% lightning Changes resistances penetration: +5% lightning / +5% mind Changes damage: +15% darkness Mental save: +8 (+3 eff.) Mindpower: +10 (+5 eff.) Rings can have magical properties. |
Harevor HarevorInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) Changes stats: +3 Mag Changes resistances: +22% acid / +22% lightning Changes damage: +11% acid / +11% lightning It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Sewerhunter SewerhunterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 16 nature Changes stats: +5 Str / +6 Con Changes resistances: +9% nature Changes damage: +3% mind Rings can have magical properties. |
Tempestblack the gold ring Tempestblack the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +15% lightning Changes resistances penetration: +15% lightning / +5% blight Changes damage: +3% blight / +6% lightning Spellpower: +11 (+4 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.03 cold and 14.81 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gladiator's stralite ring of corrosion (+24%)gladiator's stralite ring of corrosion (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +7 Str / +8 Con Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
gold ring 'Blindsweeper' gold ring 'Blindsweeper'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +3 Mag Changes resistances: +3% light Changes resistances penetration: +15% light Spellpower: +10 (+3 eff.) Light radius: +2 Rings can have magical properties. |
mule's gold ring of corrosion (+20%) mule's gold ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +20% acid Changes damage: +10% acid Maximum encumbrance: +22 Rings can have magical properties. |
rogue's steel ring of nature (+24%) rogue's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Stormwilder' steel ring 'Stormwilder'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +2 Dex Changes resistances: +22% cold Changes damage: +3% lightning / +11% cold Life regen: +0.40 Rings can have magical properties. |
Dourfury the steel dagger (12.5-16.25 power, 6 apr) Dourfury the steel dagger (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +4 mind When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Defense: +5 (+2 eff.) Changes stats: +1 Cun / +2 Wil Changes damage: +3% darkness Disarm immunity: +20% Maximum stamina: +5.00 Sharp, short and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. Zerynaridar the stralite dagger (30-39 power, 9 apr)Zerynaridar the stralite dagger (30-39 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 45% Mag, 45% Dex Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn * 20% chance to torment the target Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Armour penetration: +10 Physical crit. chance: +8.0% Changes resistances: +9% light / +3% temporal Changes resistances penetration: +8% mind / +6% darkness Critical mult.: +12.00% Sharp, short and deadly. |
elven-wood longbow elven-wood longbowRequires: - Dexterity 35 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Cheldir the Glitterwedge (23.5-32.9 power, 4 apr)Cheldir the Glitterwedge (23.5-32.9 power, 4 apr) Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to blind * 20% chance to corrode armour Damage (Melee): +30 insidious poison / +8 acid Burst (radius 1) on hit: +12 acid When wielded/worn: Damage when hit (Melee): 4 acid Changes damage: +3% light Sharp, long, and deadly. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Magic 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +38.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
This item will automatically be transmogrified when you leave the level. insidious stralite longsword of massacre (42-58.8 power, 5 apr)insidious stralite longsword of massacre (42-58.8 power, 5 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 42.0 - 58.8 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 insidious poison Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite longsword (34.5-48.3 power, 5 apr)stralite longsword (34.5-48.3 power, 5 apr) Requires: - Magic 35 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite longsword 'Tulodor' (37-51.8 power, 5 apr)stralite longsword 'Tulodor' (37-51.8 power, 5 apr) Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 mind When wielded/worn: Changes resistances: +12% cold / +3% darkness / +5% arcane Pinning immunity: +5% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
stralite mace (39.5-55.3 power, 5 apr) stralite mace (39.5-55.3 power, 5 apr)Requires: - Magic 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Mayiriarenn the thorny mindstar (9-9.9 power, 24 apr, mind damage)Mayiriarenn the thorny mindstar (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 mind / 6 darkness Changes resistances: +3% physical Changes damage: +6% mind / +6% darkness Reduces incoming crit damage: 15.00% Silence immunity: +10% Disarm immunity: +10% Only die when reaching: -20.00 life Mindpower: +6 (+3 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. |
This item will automatically be transmogrified when you leave the level. Cloudgore (25-30 power, 5 apr, fire element)Cloudgore (25-30 power, 5 apr, fire element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 lightning / +8 mind Burst (radius 2) on crit: +8 lightning When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 8 mind Changes resistances: +9% lightning Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elven-wood vilestaff of fate (31-37.2 power, 5 apr, fire element)potent elven-wood vilestaff of fate (31-37.2 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% fire Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Spellpower: +16 (+5 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. stralite waraxe 'Galakalthofang' (30.5-42.7 power, 8 apr)stralite waraxe 'Galakalthofang' (30.5-42.7 power, 8 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +20 cold When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 8 arcane Changes stats: +1 Con Changes damage: +3% physical Only die when reaching: -20.00 life One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
This item will automatically be transmogrified when you leave the level. silk robe of darkness (+21%) (3 def, 0 armour)silk robe of darkness (+21%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +21% darkness Changes damage: +14% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. miner's pair of hardened leather boots (0 def, 8 armour)miner's pair of hardened leather boots (0 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. scholar's pair of hardened leather boots (0 def, 3 armour)scholar's pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
Brenukhad the Sulfurhack (0 def, 2 armour) Brenukhad the Sulfurhack (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Damage (Melee): 8 light Damage when hit (Melee): 12 mind Changes stats: +4 Str / +2 Wil / +2 Cun / +4 Con Changes resistances: +3% nature / +7% light / +7% darkness Changes damage: +5% light Talent mastery: +0.20 Technique / Grappling Disarm immunity: +26% Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Barurak (0 def, 4 armour)Barurak (0 def, 4 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +1 Wil Changes resistances: +11% mind Changes resistances penetration: +5% arcane Changes damage: +12% blight Critical mult.: +5.00% Mental save: +16 (+5 eff.) Confusion immunity: +36% Mana when firing critical spell: +1.00 Spellpower: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Grinykhad the Sootwire (2 def, 0 armour) Grinykhad the Sootwire (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +12% mind Changes resistances penetration: +5% darkness Changes damage: +8% physical / +19% darkness / +8% light / +12% mind / +6% temporal Infravision radius: +5 See stealth: +11 See invisible: +10 It can be used to activate talent Circle of Warding, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 42%, and attempts to push all creatures other then yourself out of its radius, inflicting 8.31 light damage and 8.56 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Siluwyn the cashmere wizard hat (2 def, 0 armour)Siluwyn the cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +6 Cun / +2 Wil Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Mental save: +10 (+3 eff.) Disarm immunity: +5% A pointy cloth hat, very wizardly... |
Veleta the Skybait (6 def, 9 armour) Veleta the Skybait (6 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 16 mind Changes stats: +4 Mag / +6 Wil Changes resistances: +7% blight / +3% all Changes resistances penetration: +10% mind Changes damage: +7% blight / +11% arcane / +3% lightning Physical save: +7 (+4 eff.) Mental save: +8 (+3 eff.) Spell crit. chance: +2% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Yvaleta (0 def, 4 armour)Yvaleta (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str Changes resistances: +9% blight Vim when firing critical spell: +2.00 Maximum mana: +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. stralite shield of purity (10 def, 2 armour, 139.5 block)stralite shield of purity (10 def, 2 armour, 139.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes resistances: +12% nature / +14% blight Talent granted: +4 Block Handheld deflection devices. |
Aduyatta the quiver of yew arrows (14/18, 35-49 power, 10 apr) Aduyatta the quiver of yew arrows (14/18, 35-49 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 18 On weapon hit: * 40% chance to cause random gloom On weapon crit: * wounds the target Damage (Ranged): +12 bleed Burst (radius 2) on crit: +4 blight Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Kyldir the quiver of yew arrows (18/18, 37-51.8 power, 10 apr)Kyldir the quiver of yew arrows (18/18, 37-51.8 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 37.0 - 51.8 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 18 On weapon hit: * 20% chance to corrode armour Damage (Ranged): +12 acid Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +4 acid Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Skyvice' (14/17, 22.5-31.5 power, 7 apr) quiver of ash arrows 'Skyvice' (14/17, 22.5-31.5 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 50% Mag, 70% Dex Damage type: Lightning Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 Turns elapse between self-loadings: 4 On weapon hit: * 40% chance to daze * 10% chance to knock the target back Damage (Ranged): +4 lightning / +8 cold / +16 physical Arrows are used with bows to pierce your foes to death. |
124 alchemist agate 124 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. |
5 onyx 5 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. |
9 opal 9 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hylaleg the dwarven-steel pickaxe (dig speed 30 turns) Hylaleg the dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Fatigue: -2% Changes stats: +2 Str / +3 Dex Changes resistances: +11% nature Changes damage: +5% nature Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade 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. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 162.05 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) 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, costing 180 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 Chest 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), costing 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. |
Lightcutter [power 59] (18 cooldown) Lightcutter [power 59] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +6% light Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast Spell save: +3 (+1 eff.) Blindness immunity: +10% Poison immunity: +5% Knockback immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 59 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield 'Boltprophet' [power 103] (26 cooldown) steel torque of kinetic psionic shield 'Boltprophet' [power 103] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Str / +2 Wil Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Grants telepathy: Demon/Minor Demon/Major See invisible: +12 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 103 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. stralite torque of thermal psionic shield [power 107] (18 cooldown)stralite torque of thermal psionic shield [power 107] (18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 107 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
warded steel torque of thermal psionic shield [power 47] (18 cooldown) warded steel torque of thermal psionic shield [power 47] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +1 physical / +1 mind / +1 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Ce'Nida' [power 140] (27 cooldown) ash totem of healing 'Ce'Nida' [power 140] (27 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Cun / +1 Con Changes damage: +3% mind Grants telepathy: Dragon It can be used to heal a target within range 7 (Willpower) for 140, putting all charms on cooldown for 27 turns. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of cure ailments [power 2] (7 cooldown) quick elven-wood totem of cure ailments [power 2] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of clairvoyance 'Voraldamina' [power 10] (6 cooldown) ash wand of clairvoyance 'Voraldamina' [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +5 lightning / +3 temporal / +3 blight / +2 fire / +4 cold Talent granted: +2 Ward Critical mult.: +5.00% Vim when firing critical spell: +3.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 quartz 7 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. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Porkypine the Shalore Temporal Warden level 32
53rd Regrowth 123rd year of Ascendancy at 23:21 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Porkypine the Shalore Temporal Warden level 20
74th Dusk 122nd year of Ascendancy at 08:07 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Porkypine the Shalore Temporal Warden level 12
18th Dusk 122nd year of Ascendancy at 13:29 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Porkypine the Shalore Temporal Warden level 22
76th Dusk 122nd year of Ascendancy at 14:16 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Porkypine the Shalore Temporal Warden level 32
53rd Regrowth 123rd year of Ascendancy at 23:00 see stats
Impossible Death (Insane (Roguelike) difficulty)
Got killed by your future self.By Porkypine the Shalore Temporal Warden level 27
2nd Regrowth 123rd year of Ascendancy at 04:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Porkypine the Shalore Temporal Warden level 10
2nd Flare 122nd year of Ascendancy at 02:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Porkypine the Shalore Temporal Warden level 20
72nd Dusk 122nd year of Ascendancy at 18:21 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Porkypine the Shalore Temporal Warden level 30
20th Regrowth 123rd year of Ascendancy at 00:31 see stats
Paradoxology (Insane (Roguelike) difficulty)
Both killed your future self and got killed by your future self.By Porkypine the Shalore Temporal Warden level 27
2nd Regrowth 123rd year of Ascendancy at 04:46 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Porkypine the Shalore Temporal Warden level 25
2nd Decay 122nd year of Ascendancy at 09:44 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Porkypine the Shalore Temporal Warden level 32
55th Regrowth 123rd year of Ascendancy at 04:12 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Porkypine the Shalore Temporal Warden level 30
21st Regrowth 123rd year of Ascendancy at 12:44 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Porkypine the Shalore Temporal Warden level 8
10th Mirth 122nd year of Ascendancy at 20:19 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Porkypine the Shalore Temporal Warden level 32
53rd Regrowth 123rd year of Ascendancy at 23:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Porkypine the Shalore Temporal Warden level 10
6th Flare 122nd year of Ascendancy at 16:38 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Porkypine the Shalore Temporal Warden level 27
1st Regrowth 123rd year of Ascendancy at 01:17 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Porkypine the Shalore Temporal Warden level 18
62nd Dusk 122nd year of Ascendancy at 00:34 see stats
Log
Talent Guardian Unity is ready to use.
Porkypine slows down.
Talent Warden's Focus is ready to use.
Resting starts...
Porkypine retunes the fabric of spacetime.
Porkypine feels pain again.
Talent Breach is ready to use.
Talent Fold Warp is ready to use.
Talent Fold Gravity is ready to use.
Porkypine slows down.
The fabric of time around Porkypine stabilizes to normal.
Porkypine is a less furious bunny.
Talent Vital Shot is ready to use.
Talent Infusion: Wild is ready to use.
Talent Time Shield is ready to use.
Talent Infusion: Heroism is ready to use.
Talent Haste is ready to use.
Talent Grace of the Eternals is ready to use.
Today is the 71st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Rested for 65 turns (stop reason: all resources and life at maximum).
You switch your weapons to: Ulfintir the stralite mace (39-54.6 power, 5 apr) and Eye of the Wyrm (16-17.6 power, 24 apr, physical damage).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Porkypine deactivates Contingency.
Porkypine deactivates Chant of Fortitude.
Porkypine deactivates Weapon Folding.
