









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 35 / 56% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 53 (base 24) |
| Dexterity | 84 (base 60) |
| Constitution | 56 (base 24) |
| Magic | 12 (base 10) |
| Willpower | 29 (base 11) |
| Cunning | 73 (base 48) |
Resources
| Life | 995/995 |
| Stamina | 179/190 |
| Equilibrium | 47 |
| Healing Factor | 1.3100460901467 |
| Regeneration | 1.6375576126834 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Barehand
| Damage | 109 |
| Accuracy | 83 |
| Crit Chance | 74% |
| APR | 47 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +47% |
| Acid | +6% |
| Light | +15% |
| Nature | +9% |
| Cold | +13% |
| Physical | +16% |
| Mind | +12% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35 (35.65183292883%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 3 |
| Physical Save | 60 |
| Spell Save | 25 |
| Mental Save | 46 |
Defense: Resistances
| Lightning | + 36%( 74%) |
| Blight | + 37%( 74%) |
| Darkness | + 36%( 74%) |
| Cold | + 35%( 74%) |
| All | + 30%( 74%) |
Defense: Immunities
| Stun Resistance | 20% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 711 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 754% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| talent | Precise Strikes |
| talent | Antimagic Shield |
| beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by orc soldier. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 304. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed green worm. * You've found the needed ice ant stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
| On feet | Nimbusspike the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +9 Lck / +5 Dex Changes resistances: +9% darkness Changes damage: +15% light / +30% lightning Stealth bonus: +9 A pair of boots made of leather. |
| On hands | brawler's voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str / +2 Dex / +4 Cun / +6 Con Talent cooldown: Double Strike (-1 turn) Physical save: +32 (+8 eff.) Spell save: +3 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +25% When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +17 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Oozehacker the elven-wood totem of thorny skin [power 61] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Armour: +14 Changes stats: +3 Str Changes damage: +12% mind / +9% nature It can be used to harden the skin for 7 turns increasing armour by 61 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | ToxinministerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Defense: +7 (+1 eff.) Damage when hit (Melee): 2 nature Changes stats: +2 Dex / +3 Con Changes damage: +6% acid It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 150% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | protective stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +14 Armour: +5 Defense: +7 (+1 eff.) Changes resistances cap: +4% all Critical mult.: +14.00% Physical save: +16 (+4 eff.) Amulets make your neck look great! |
| Main armor | stormwoven silk robe of protection (3 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Changes stats: +6 Str / +4 Mag / +5 Wil Changes resistances: +9% lightning / +8% cold / +13% all Changes damage: +11% lightning / +16% physical / +13% cold Physical save: +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | alchemist's lamp 'Blazerain'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes damage: +6% lightning Critical mult.: +10.00% Mindpower: +10 (+4 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | murderer's cashmere cloak of implacability (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +3 Dex Physical save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | balancing hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Physical power: +4 (+2 eff.) Changes stats: +4 Cun / +4 Dex Critical mult.: +8.00% Mental crit. chance: +8% A belt that goes around your waist. |
Inventory
healing infusion of the sneak (heal 190; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease 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 nature talent. |
regeneration infusion of the sneak (heal 435; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 435 life over 5 turns. 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 nature talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Tempesttorrent the gold amuletCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +15 Changes stats: +5 Mag / +3 Wil / +4 Con Changes resistances: +3% lightning Talent mastery: +0.26 Technique / Combat veteran Critical mult.: +13.00% Mental save: +8 (+3 eff.) Confusion immunity: +14% Mindpower: +7 (+3 eff.) Infravision radius: +1 Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
serendipitous steel amulet of strength (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+1 eff.) Changes stats: +7 Lck / +3 Str Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
stabilizing steel amulet of mastery (0.10 Technique / Unarmed discipline)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% temporal Talent mastery: +0.10 Technique / Unarmed discipline Pinning immunity: +27% Knockback immunity: +20% Amulets make your neck look great! |
stralite amulet of perfection (0.31 Technique / Conditioning,0.31 Technique / Pugilism)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.31 Technique / Conditioning +0.31 Technique / Pugilism Amulets make your neck look great! |
Hurolelar the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +4 Wil Changes resistances: +2% physical / +28% nature / +3% darkness Changes damage: +14% nature Infravision radius: +1 See invisible: +3 Rings make your fingers look great! |
Phoenixbile the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +3 Con Changes resistances: +3% fire Changes resistances penetration: +20% fire Physical save: +6 (+2 eff.) Stun/Freeze immunity: +41% Life regen: +4.00 Rings make your fingers look great! |
psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
rogue's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
solipsist's stralite ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +7 Wil Blindness immunity: +20% Mindpower: +9 (+3 eff.) Infravision radius: +4 See stealth: +13 See invisible: +12 Rings make your fingers look great! |
titan's copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +4 (+1 eff.) Rings make your fingers look great! |
Ravenwrecker the voratun mace (59-83 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.0 - 82.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +13 acid / +19 nature When wielded/worn: Armour penetration: +17 Physical crit. chance: +1.0% Damage when hit (Melee): 8 darkness Changes stats: +15 Con / +10 Wil Changes resistances penetration: +12% acid / +24% nature Changes damage: +3% darkness / +3% physical Stamina each turn: +2.00 Maximum life: +70.00 Blunt and deadly. |
ChiblekInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +3 Dex Changes resistances: +7% acid / +7% fire / +7% cold / +12% mind / +7% lightning Changes resistances penetration: +15% acid See invisible: +12 A belt that goes around your waist. |
Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+5 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Smolderoracle the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Damage when hit (Melee): 4 cold Changes resistances: +3% cold Changes resistances penetration: +10% fire Changes damage: +6% acid / +30% fire Critical mult.: +10.00% A belt that goes around your waist. |
Yvylle the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +10 (+4 eff.) Damage when hit (Melee): 6 mind Critical mult.: +15.00% Physical save: +9 (+3 eff.) Only die when reaching: -60.00 life Mindpower: +7 (+3 eff.) A belt that goes around your waist. |
hardened leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical save: +7 (+2 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
linen cloak 'Dourrupture' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Damage when hit (Melee): 10 darkness Changes stats: +2 Cun Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
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 (+0 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 12 fire damage (based on Spellpower) to foes 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. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +7% temporal Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 147.45 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
hardened leather gloves of war-making (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Critical mult.: +9.00% Spell crit. chance: +8% Mental crit. chance: +5% When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 125% When this weapon crits: Cripple (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Con Physical save: +10 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +47% When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +13 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of the verdant (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +8% blight / +10% darkness / +6% arcane Damage affinity(heal): +12% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +19 (+9 eff.) When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon crits: Call of the Ooze (20% chance level 2). Metal gloves protecting the hands up to the middle of the lower arm. |
Sparknaught the elven-silk wizard hat (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 2 arcane Changes resistances: +12% lightning / +11% physical / +18% darkness Changes resistances penetration: +20% lightning Changes damage: +3% lightning / +12% physical / +19% darkness Psi each turn: +0.30 Equilibrium when hit: +1.10 Psi when hit: +1.80 Hate when hit: +2.00 Maximum hate: +15.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +9% A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
werebeast's hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +2 Dex / +3 Cun / +4 Con A cap made of leather. |
radiant steel mail armour of the deep (2 def, 8 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +10% blight / +7% cold / +13% darkness / +5% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
4 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. |
228 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the Iron Throne (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +25.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 Activation costs 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 270.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
innervating yew totem of healing [power 266] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+7 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 53 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By ok the Thalore Brawler level 29
62nd Regrowth 123rd year of Ascendancy at 07:30 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By ok the Thalore Brawler level 29
47th Regrowth 123rd year of Ascendancy at 23:33 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By ok the Thalore Brawler level 19
65th Dusk 122nd year of Ascendancy at 10:10 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By ok the Thalore Brawler level 33
74th Regrowth 123rd year of Ascendancy at 21:51 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By ok the Thalore Brawler level 32
71st Regrowth 123rd year of Ascendancy at 09:08 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By ok the Thalore Brawler level 31
67th Regrowth 123rd year of Ascendancy at 11:21 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By ok the Thalore Brawler level 17
40th Dusk 122nd year of Ascendancy at 04:09 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ok the Thalore Brawler level 20
75th Dusk 122nd year of Ascendancy at 02:58 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ok the Thalore Brawler level 25
33rd Haze 122nd year of Ascendancy at 22:58 see stats
Level 10 (Roguelike)
Got a character to level 10.By ok the Thalore Brawler level 10
9th Mirth 122nd year of Ascendancy at 06:51 see stats
Level 20 (Roguelike)
Got a character to level 20.By ok the Thalore Brawler level 20
70th Dusk 122nd year of Ascendancy at 16:42 see stats
Level 30 (Roguelike)
Got a character to level 30.By ok the Thalore Brawler level 30
64th Regrowth 123rd year of Ascendancy at 16:13 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By ok the Thalore Brawler level 22
17th Haze 122nd year of Ascendancy at 04:07 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By ok the Thalore Brawler level 31
67th Regrowth 123rd year of Ascendancy at 13:12 see stats
The Arena (Roguelike)
Unlocked Arena mode.By ok the Thalore Brawler level 7
2nd Mirth 122nd year of Ascendancy at 04:46 see stats
The secret city (Roguelike)
Discovered the truth about mages.By ok the Thalore Brawler level 10
1st Flare 122nd year of Ascendancy at 15:50 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By ok the Thalore Brawler level 27
31st Regrowth 123rd year of Ascendancy at 05:38 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By ok the Thalore Brawler level 19
58th Dusk 122nd year of Ascendancy at 15:34 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By ok the Thalore Brawler level 27
47th Regrowth 123rd year of Ascendancy at 00:17 see stats
Log
ok killed Orc pyromancer!
Orc pyromancer casts Fireflash.
Ok speeds up.
Ok rushes out!
Ok slows down.
ok performs a melee critical strike against Orc pyromancer!
Orc pyromancer is dazed!
ok hits Orc pyromancer for 360 physical, 17 physical (377 total damage).
Orc pyromancer uses Orcish Fury.
Orc pyromancer enters a state of bloodlust.
Orc pyromancer casts Phase Door.
Ok lashes out with a flurry of fists.
ok performs a melee critical strike against Orc pyromancer!
Orc pyromancer is not dazed anymore.
You collect a new ingredient: orc heart (1).
ok performs a melee critical strike against Orc pyromancer!
ok performs a melee critical strike against Orc pyromancer!
ok performs a melee critical strike against Orc pyromancer!
ok hits Orc pyromancer for 406 physical damage.
ok killed Orc pyromancer!
You pickup 2.60 gold pieces.
Talent Spinning Backhand is ready to use.
Talent Rush is ready to use.
Talent Flurry of Fists is ready to use.

























































































































