Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Items Vault 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Demonologist |
| Level / Exp | 23 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Dervic at level 23 on the 27th Haze 122nd year of Ascendancy at 03:51 / 1 |
Primary Stats
| Strength | 43 (base 19) |
| Dexterity | 7.0546348661496 (base 10) |
| Constitution | 58 (base 41) |
| Magic | 57 (base 45) |
| Willpower | 20 (base 10) |
| Cunning | 9 (base 10) |
Resources
| Life | -5/787 |
| Stamina | 98/173 |
| Vim | 36/170 |
| Healing Factor | 1.6 |
| Regeneration | 0.64 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 44 |
| Crit Chance | 10% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 58.350116166773 (87.462686567164%) |
| Defense | 14 |
| Ranged Defense | 20 |
| Fatigue | 16 |
| Physical Save | 39 |
| Spell Save | 28 |
| Mental Save | 16 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 25% |
| Poison Resistance | 80% |
| Blind Resistance | 42% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 245.95 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 124.16 to 372.48 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 Constitution stat. |
Class Talents
| Corruption / Infernal combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Spellblaze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Doom shield | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Black-magic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Hardened Core |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The target is confused, acting randomly (chance 41%) and unable to perform complex actions. Confused |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 12 and doing 24.10 blight damage per turn. Decrepitude Disease |
| beneficial effect | The target is recovering 27 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+4 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Emelurianne the Kindlegrind Emelurianne the KindlegrindCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +1 Cun Changes damage: +12% fire Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Squalorvalor the cashmere wizard hat (2 def, 0 armour) Squalorvalor the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 12 nature Changes stats: +4 Wil / +5 Mag Changes resistances: +11% mind / +18% light Changes resistances penetration: +10% nature Changes damage: +11% mind / +12% light Critical mult.: +3.00% Physical save: +15 (+5 eff.) Mental save: +6 (+5 eff.) Maximum psi: +14.00 Spellpower: +4 (+1 eff.) Mindpower: +7 (+4 eff.) Mental crit. chance: +3% Healing mod.: +10% A pointy cloth hat, very wizardly... |
| On hands | drakeskin leather gloves 'Tulunik' (0 def, 3 armour) drakeskin leather gloves 'Tulunik' (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +9 (+4 eff.) Armour: +3 Damage (Melee): 12 nature / 11 cold Damage when hit (Melee): 8 blight Changes stats: +4 Str Changes resistances: +8% cold / +10% nature / +5% arcane Changes damage: +8% nature / +5% cold Mana each turn: +0.04 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | arcane yew wand of conjuration [power 205] (10/10 cooldown) arcane yew wand of conjuration [power 205] (10/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 102 to 205, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Alendur the gold ring Alendur the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +2 Str / +5 Dex / +7 Mag / +1 Con Spell save: +10 (+5 eff.) Blindness immunity: +22% Vim when hit: +1.00 Infravision radius: +6 See stealth: +10 See invisible: +5 Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Vim when hit: +1.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Cloudreek the gold amulet Cloudreek the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +11 Physical crit. chance: +7.0% Damage when hit (Melee): 12 arcane Changes resistances: +12% lightning / +15% light / +15% darkness Changes damage: +6% lightning Critical mult.: +24.00% Blindness immunity: +20% Amulets can have magical properties. |
| In main hand | hateful dwarven-steel longsword of erosion (23-32.2 power, 4 apr) hateful dwarven-steel longsword of erosion (23-32.2 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 temporal / +10 darkness / +12 nature Damage against: +10% Living When wielded/worn: Talent granted: +3 Flame Bolts Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Skypyre (6 def, 2 armour, 13-15.6 power, 40 block) Skypyre (6 def, 2 armour, 13-15.6 power, 40 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 Damage (Melee): +11 cold When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 cold Effects when hit in melee: * 11% chance to gain 10% of a turn Damage when hit (Melee): 11 ice / 8 lightning Changes stats: +1 Wil Changes resistances: +32% acid / +11% temporal / +0% fire Reduce damage by fixed amount: +7 acid / +0 fire Grants telepathy: Dragon Talent granted: +2 Block Handheld deflection devices. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | steel plate armour 'Morbuspierce' (4 def, 9 armour) steel plate armour 'Morbuspierce' (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +22% Effects on melee hit: * Slows global speed by 40% Damage (Melee): 10 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +16% acid / +14% fire / +6% nature Changes resistances penetration: +5% nature Talent granted: +3 Acidic Bath A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 57)healing infusion of the sneak (heal 57) 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 57 and cleanse 1 wound and poison effect. 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. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (21 nature damage, 28% healing reduction)insidious poison infusion (21 nature damage, 28% 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: 15 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 21.38 nature damage per turn for 7 turns, and reducing the target's healing received by 28%. 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. |
This item will automatically be transmogrified when you leave the level. movement infusion (380% speed; 5 turns)movement infusion (380% speed; 5 turns) 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: 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 380% 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the duelist (heal 236 over 5 turns)regeneration infusion of the duelist (heal 236 over 5 turns) 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. 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. |
Xema the gold amulet Xema the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 mind Changes stats: +5 Con Changes resistances: +6% blight / +16% temporal Changes damage: +3% mind / +7% physical Pinning immunity: +24% Knockback immunity: +29% Combat speed: +10% Amulets can have magical properties. |
wanderer's steel amulet of cunning (+4) wanderer's steel amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +8 Cun / +4 Con Life regen: +0.30 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
copper ring of light (+22%) copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
mule's copper ring of corrosion (+22%) mule's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +22% acid Changes damage: +11% acid Maximum encumbrance: +21 Vim when hit: +0.00 Rings can have magical properties. |
savior's copper ring of lightning (+20%) savior's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+5 eff.) Vim when hit: +0.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of paradox (16.5-21.45 power, 7 apr)chilling dwarven-steel dagger of paradox (16.5-21.45 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +5 cold / +8 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +7% temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of phasing (11.5-14.95 power, 12 apr)steel dagger of phasing (11.5-14.95 power, 12 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Charjam (50-75 power, 2 apr)Charjam (50-75 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 50.0 - 75.0 Uses stat: 120% Str Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 12% * leeches stamina from the target Damage (Melee): +14 insidious poison Burst (radius 2) on crit: +8 lightning / +8 fire When wielded/worn: Damage when hit (Melee): 7 nature slow Changes resistances: +3% fire Changes damage: +3% fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword (24.5-39.2 power, 2 apr)balanced steel greatsword (24.5-39.2 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +9 (+7 eff.) Disarm immunity: +29% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. ash longbow of lightningash longbow of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +9 lightning When wielded/worn: Changes damage: +10% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. balanced steel longsword of daylight (13.5-18.9 power, 3 apr)balanced steel longsword of daylight (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 light Damage against: +12% Undead When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+6 eff.) Disarm immunity: +24% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Starbraid the steel mace (14-19.6 power, 3 apr)Starbraid the steel mace (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 mind When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% light Changes resistances penetration: +5% light / +5% acid It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. elm magestaff 'Aeryvon' (10-12 power, 2 apr, fire element)elm magestaff 'Aeryvon' (10-12 power, 2 apr, fire element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 30 arcane resource burn When wielded/worn: Changes resistances: +6% light Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. mighty steel steamgun of powermighty steel steamgun of power Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +2 Str Changes resistances penetration: +10% physical Changes damage: +11% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. strafer's iron steamgun of powerstrafer's iron steamgun of power Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Changes resistances penetration: +9% physical Changes damage: +10% physical Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. enveloping linen cloak of battle (8 def, 0 armour)enveloping linen cloak of battle (8 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +8 (+7 eff.) Fatigue: -3% Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 65 fire damage (based on Spellpower) to others who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Airwreck the rough leather gloves (0 def, 1 armour) Airwreck the rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to daze Damage (Melee): 4 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +3% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. 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. iron gauntlets of strength (+3) (0 def, 1 armour)iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Changes stats: +3 Str Metal gloves protecting the hands up to the middle of the lower arm. |
Beorain the hardened leather cap (0 def, 3 armour) Beorain the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +11 (+4 eff.) Armour: +3 Fatigue: +3% Changes stats: +11 Str / +6 Dex / +4 Wil / +4 Con Changes resistances: +7% physical Physical save: +7 (+2 eff.) A cap made of leather. |
Cyrulaith the cashmere wizard hat (2 def, 0 armour) Cyrulaith the cashmere wizard hat (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 8 blight Changes resistances: +19% acid / +19% fire Changes damage: +13% acid / +13% fire Psi each turn: +0.17 Maximum stamina: +10.00 Spell crit. chance: +4% Mindpower: +4 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. miner's iron helm of dexterity (+3) (0 def, 5 armour)miner's iron helm of dexterity (+3) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Dex Infravision radius: +2 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. spiked dwarven-steel mail armour (3 def, 8 armour)spiked dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 10 physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour (3 def, 6 armour)spiked hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical A suit of armour made of leather. |
Umbrakiss (8 def, 2 armour, 31-37.2 power, 78.5 block) Umbrakiss (8 def, 2 armour, 31-37.2 power, 78.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +78 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +12 temporal Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 14 temporal Changes resistances: +22% lightning / +14% temporal / +0% fire / +0% acid Reduce damage by fixed amount: +0 acid / +0 fire Maximum wards: +2 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talents granted: +3 Block +1 Ward Maximum mana: +20.00 Spellpower: +6 (+2 eff.) Damage Shield penetration: +10% Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (319) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows 'Sepsiswild' (15/15, 32-44.8 power, 10 apr)quiver of yew arrows 'Sepsiswild' (15/15, 32-44.8 power, 10 apr) Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 15 On weapon hit: * 20 arcane resource burn * Slows global speed by 40% On weapon crit: * wounds the target * burns latent spell energy Damage (Ranged): +22 insidious poison / +13 manaburn arcane / +6 bleed / +8 nature Burst (radius 1) on hit: +12 nature Arrows are used with bows to pierce your foes to death. |
10 agate 10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
401 alchemist agate 401 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
demon seed [fire imp] (level 24, body) demon seed [fire imp] (level 24, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 24, mainhand) demon seed [fire imp] (level 24, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 25, finger) demon seed [fire imp] (level 25, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 28, offhand) demon seed [fire imp] (level 28, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +24% fire Reduce damage by fixed amount: +14 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 23, body) demon seed [wretchling] (level 23, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 29, mainhand) demon seed [wretchling] (level 29, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Flameravager' (dig speed 36 turns) iron pickaxe 'Flameravager' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +3 Str Changes resistances penetration: +10% fire Changes damage: +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
This item will automatically be transmogrified when you leave the level. scorching brass lantern of healthscorching brass lantern of health Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +6% fire Maximum life: +44.00 Light radius: +2 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. |
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 175.34 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. |
3 garnet 3 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 (1/1) Rod of Recall (1/1)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 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 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. |
This item will automatically be transmogrified when you leave the level. deadly pouch of steel shots of wind (10/17, 25-30 power, 2 apr)deadly pouch of steel shots of wind (10/17, 25-30 power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 25.0 - 30.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 17 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Emuwe [power 65] (10/6 cooldown) Emuwe [power 65] (10/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +3% cold Maximum vim: +6.00 It can be used to creates a wall of flames lasting 4 turns (dealing 73 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
12 ametrine 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Dervic the Ghoul Demonologist level 18
62nd Dusk 122nd year of Ascendancy at 11:37 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dervic the Ghoul Demonologist level 21
1st Haze 122nd year of Ascendancy at 12:48 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dervic the Ghoul Demonologist level 19
63rd Dusk 122nd year of Ascendancy at 12:25 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Dervic the Ghoul Demonologist level 18
61st Dusk 122nd year of Ascendancy at 04:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dervic the Ghoul Demonologist level 10
3rd Summertide 122nd year of Ascendancy at 13:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dervic the Ghoul Demonologist level 20
64th Dusk 122nd year of Ascendancy at 12:59 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dervic the Ghoul Demonologist level 16
49th Dusk 122nd year of Ascendancy at 12:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dervic the Ghoul Demonologist level 5
4th Mirth 122nd year of Ascendancy at 23:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dervic the Ghoul Demonologist level 5
2nd Mirth 122nd year of Ascendancy at 20:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dervic the Ghoul Demonologist level 15
18th Dusk 122nd year of Ascendancy at 02:46 see stats
Log
A shield forms around Dervic.
Dervic activates Fearscape.
Dervic uses Retch.
Dervic VOMITS on the ground!
Layora the giant white ant's Volcano hits Dervic for (11 absorbed), 0 fire, (12 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Dervic crumbles.
Cultist's Blood Grasp drains life from Dervic!
Cultist receives 24 healing from Dervic.
Cultist's Blood Grasp hits Dervic for (108 absorbed), (31 to ice), 47 blight (47 total damage).
Dervic forces the iceblock to shatter.
Dervic's purging blight area effect hits Iceblock for 11 blight damage.
Dervic's acid area effect hits Iceblock for 15 acid, 15 acid (29 total damage).
Dervic is free from the ice.
Dervic receives 43 healing.
Cultist casts Drain.
Cultist casts Bone Spear.
Cultist hits Dervic for 115 physical damage.
Cultist's Drain hits Dervic for 115 blight damage.
Dervic activates Fearscape.
You are taken to the Fearscape!
Dervic receives 43 healing.
Lava floor burns Cultist!
Cultist casts Blood Spray.
Dervic is afflicted by a decrepitude disease!
Cultist hits Dervic for 97 blight damage.
Dervic hits Cultist for (21 to bones), 0 fire (0 total damage).
Dervic deactivates Fearscape.
Saving game...
