Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Store Wish List 1.1.0Go to Landmark 1.0.6Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 21 / 78% |
| Size | small |
| Lifes / Deaths | Killed by Velutira the Guardian at level 21 on the 24th Haze 122nd year of Ascendancy at 04:17 4 / 1 |
Primary Stats
| Strength | 26 (base 13) |
| Dexterity | 52 (base 43) |
| Constitution | 19 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 52 (base 40) |
Resources
| Life | 37/544 |
| Stamina | 180/180 |
| Equilibrium | 0 |
| Healing Factor | 0.2 |
| Regeneration | 9.552 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Barehand
| Damage | 75 |
| Accuracy | 61 |
| Crit Chance | 18% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 18.5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.95 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Physical | +18% |
| Lightning | +10% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 20 (64.2%) |
| Defense | 48.581563841123 |
| Ranged Defense | 48.581563841123 |
| Fatigue | 0 |
| Physical Save | 42.041666666667 |
| Spell Save | 31.2875 |
| Mental Save | 49.494971950704 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 12%( 70%) |
| Mind | + 8%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Arcane | + 5%( 70%) |
| Lightning | + 18%( 75%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 5% |
| Poison Resistance | 5% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 191 life. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 744% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 100% and dealing 49.54 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 4. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
| beneficial effect | A flow of life spins around the target, regenerating 47.36 life per turn. Regeneration |
| detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 22.33 darkness damage per turns. Bane of Confusion |
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 lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved spell save by +4. | done |
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 Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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's current energy level is: 24. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Aerazilayarek' (0 def, 4 armour) pair of dwarven-steel boots 'Aerazilayarek' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +5% temporal Physical save: +13 Mental save: +13 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage when this weapon hits: +20 lightning It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 22.17 to 66.51 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. 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 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | telekinetic steel torque of psychoportation [power 27] (1/30 cooldown) telekinetic steel torque of psychoportation [power 27] (1/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to teleport randomly (rad 27), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| 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 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Silurabeth the Brightsweep Silurabeth the BrightsweepCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +6 Cun / +6 Dex Damage when the wearer hits(melee): 2 lightning / 2 light Light radius: +3 Rings can have magical properties. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| Main armor | Emeligara the reinforced leather armour (4 def, 7 armour) Emeligara the reinforced leather armour (4 def, 7 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Changes stats: +5 Str Changes resistances: +12% physical / +3% lightning / +19% acid / +9% blight / +15% darkness / +8% mind Mental save: +16 Poison immunity: +5% Silence immunity: +5% Light radius: +1 It can be used to activate talent Track, 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: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Light source | bright alchemist's lamp bright alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | enveloping cashmere cloak of protection (10 def, 0 armour) enveloping cashmere cloak of protection (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Physical save: +7 Spell save: +6 Mental save: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | blurring hardened leather belt of transcendence blurring hardened leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 Stealth bonus: +7 Physical save: +5 Mindpower: +4 A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the wizard (25 nature damage, 36% healing reduction)insidious poison infusion of the wizard (25 nature damage, 36% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 24.84 nature damage per turns for 7 turns, and reducing the target's healing received by 36%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic 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. sun infusion of the psychic (rad 5; power 43; turns 5; dispells darkness)sun infusion of the psychic (rad 5; power 43; turns 5; dispells darkness) 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: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 21). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 43) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 6; power 84; turns 5; dispells darkness) sun infusion of the sneak (rad 6; power 84; turns 5; dispells darkness)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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 42). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 84) for 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 ability. |
sun infusion of the warrior (rad 5; power 52; turns 5; dispells darkness) sun infusion of the warrior (rad 5; power 52; turns 5; dispells darkness)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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 52) for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 11%; cure magical, physical) wild infusion (resist 11%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 11% for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 17%; cure mental) wild infusion of the psychic (resist 17%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 17% for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 59)teleportation rune (range 59) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 Confusion immunity: -100% Mindpower: +8 It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 13% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering into your mind. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 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... |
clarifying copper amulet of dexterity (+3) clarifying copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties. |
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
starlit steel amulet of constitution (+4) starlit steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% darkness / +12% light Blindness immunity: +23% Amulets can have magical properties. |
warrior's copper amulet of willpower (+3) warrior's copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings can have magical properties. |
mule's steel ring of the mind (+11%) mule's steel ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +11% mind Changes damage: +11% mind Maximum encumbrance: +23 Rings can have magical properties. |
steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +8 Confusion immunity: +20% Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +29.00 Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +22.00 Rings can have magical properties. |
titan's steel ring of fire (+22%) titan's steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +4 Rings can have magical properties. |
titan's steel ring of perseverance titan's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 Stun/Freeze immunity: +28% Life regen: +1.20 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel greatmaul of crippling (43.5-65.25 power, 2 apr)hateful dwarven-steel greatmaul of crippling (43.5-65.25 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +6 darkness Damage against: +17% Humanoid When wielded/worn: Physical crit. chance: +9.0% Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword of nature (25-35 power, 4 apr)balanced dwarven-steel longsword of nature (25-35 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 28% nature When wielded/worn: Accuracy: +7 Defense: +6 Changes resistances: +4% all Changes resistances penetration: +7% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel waraxe of crippling (12.5-17.5 power, 3 apr)insidious steel waraxe of crippling (12.5-17.5 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +16 insidious poison When wielded/worn: Physical crit. chance: +8.0% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. LayyweLayywe Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% fire / +8% cold Changes damage: +9% arcane Psi when hit: +0.24 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Rope Belt of the ThalorenRope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Layana (2 def, 0 armour) Layana (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 Defense: +2 Fatigue: -5% Damage when the wearer hits(melee): 2 acid Changes resistances: +12% blight / +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven cashmere robe of darkness (+18%) (2 def, 0 armour) mindwoven cashmere robe of darkness (+18%) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% darkness Changes damage: +12% darkness Mental save: +15 Mindpower: +3 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of fire (+15%) (0 def, 0 armour) slimy woollen robe of fire (+15%) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 3 nature slow Damage when the wearer is hit: 3 nature slow Changes resistances: +15% fire Changes damage: +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of lightning (+16%) (0 def, 0 armour) slimy woollen robe of lightning (+16%) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 nature slow Damage when the wearer is hit: 5 nature slow Changes resistances: +16% lightning Changes damage: +11% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Glann the Singefear (0 def, 10 armour)Glann the Singefear (0 def, 10 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Damage when the wearer is hit: 8 mind / 12 fire Changes damage: +9% mind Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Runezilasin (0 def, 3 armour) Runezilasin (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Con Changes resistances: +7% fire / +7% cold A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Urthirach the pair of hardened leather boots (0 def, 9 armour)Urthirach the pair of hardened leather boots (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +3 Cun Mental save: +6 Mindpower: +2 Mental crit. chance: +1% Infravision radius: +2 A pair of boots made of leather. |
grounding pair of iron boots (0 def, 3 armour) grounding pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 Spell save: +6 Mindpower: +6 Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +8 Physical crit. chance: +6.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 2). Damage when this weapon hits: +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. |
This item will automatically be transmogrified when you leave the level. Weeppunish the hardened leather gloves (0 def, 2 armour)Weeppunish the hardened leather gloves (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 Armour: +2 Changes stats: +4 Str Damage when the wearer hits(melee): 2 light Damage when the wearer is hit: 4 nature Changes resistances: +6% nature Changes resistances penetration: +10% light When used to modify unarmed attacks: Base power: 20.5 - 22.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.0% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage when this weapon hits: +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 101.93 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets 'Torunik' (0 def, 2 armour)dwarven-steel gauntlets 'Torunik' (0 def, 2 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 Armour: +2 Damage when the wearer hits(melee): 2 mind Physical save: +7 Mental save: +8 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Damage when this weapon hits: +8 blight Burst (radius 1) on hit: +8 mind Damage conversion: 20% mind Metal gloves protecting the hands up to the middle of the lower arm. |
grounding linen wizard hat of corrosion (+5%) (1 def, 0 armour) grounding linen wizard hat of corrosion (+5%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% acid / +5% lightning / +5% temporal Changes damage: +10% acid A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to double the damage taken. This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour of acid resistance (3 def, 6 armour)enlightening hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +5 Cun / +6 Wil Changes resistances: +16% acid Mental save: +12 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide hardened leather armour (3 def, 6 armour)troll-hide hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Life regen: +5.40 A suit of armour made of leather. |
Hornet Stingers (20/20, 20-28 power, 10 apr) Hornet Stingers (20/20, 20-28 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage when this weapon hits(ranged): +15 crippling poison A vile poison drips from the tips of these arrows. |
8 agate 8 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 Gems can be sold for money or used in arcane rituals. |
114 alchemist agate 114 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. |
3 onyx 3 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 Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 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 Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
17 opal 17 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 Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
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 the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 emerald 5 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 Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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, 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 is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven-steel torque of thermal psionic shield 'Phoenixoozer' [power 63] (1/20 cooldown) dwarven-steel torque of thermal psionic shield 'Phoenixoozer' [power 63] (1/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +9% acid / +6% fire Changes resistances penetration: +5% fire Changes damage: +3% fire It can be used to setup a psionic shield, reducing all fire and cold damage by 63 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 47] (1/20 cooldown) steel torque of charged psionic shield [power 47] (1/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 47 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of kinetic psionic shield [power 35] (1/30 cooldown) supercharged iron torque of kinetic psionic shield [power 35] (1/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 35 for 6 turns, placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Eradin [power 71] (1/30 cooldown) Eradin [power 71] (1/30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Mag / +3 Wil / +1 Cun See invisible: +3 It can be used to harden the skin for 6 turns increasing armour by 71 and armour hardiness by 50%, placing all other charms into a 30 cooldown. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of cure illness [power 2] (1/20 cooldown) natural yew totem of cure illness [power 2] (1/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 diseases from the target, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
warded ash totem of cure poisons [power 2] (1/20 cooldown) warded ash totem of cure poisons [power 2] (1/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Maximum wards: +1 nature / +1 acid / +2 light Talent granted: +1 Ward It can be used to remove up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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% Gems can be sold for money or used in arcane rituals. |
bright yew wand of conjuration [power 217] (1/6 cooldown) bright yew wand of conjuration [power 217] (1/6 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 (dam 108-217), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 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% Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator
Killed 1000 creatures.By Kobushi the Halfling Brawler level 15
29th Dusk 122nd year of Ascendancy at 12:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kobushi the Halfling Brawler level 18
48th Dusk 122nd year of Ascendancy at 14:33 see stats
Level 10
Got a character to level 10.By Kobushi the Halfling Brawler level 10
4th Dusk 122nd year of Ascendancy at 21:55 see stats
Level 20
Got a character to level 20.By Kobushi the Halfling Brawler level 20
9th Haze 122nd year of Ascendancy at 00:27 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Kobushi the Halfling Brawler level 16
37th Dusk 122nd year of Ascendancy at 22:26 see stats
The Arena
Unlocked Arena mode.By Kobushi the Halfling Brawler level 8
1st Flare 122nd year of Ascendancy at 06:52 see stats
The secret city
Discovered the truth about mages.By Kobushi the Halfling Brawler level 9
8th Flare 122nd year of Ascendancy at 08:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Kobushi the Halfling Brawler level 18
4th Haze 122nd year of Ascendancy at 06:16 see stats
Log
Impending Doom from Bethyvea the Guardian hits Kobushi for 56 arcane damage.
Bane of Confusion from Bethyvea the Guardian hits Kobushi for 23 darkness damage.
Kobushi wears(replacing): telekinetic steel torque of psychoportation [power 27] (30 cooldown).
Bethyvea the Guardian uses Infusion: Healing.
Armoured skeleton warrior misses Kobushi.
Ghast diseases Kobushi.
Ghast misses Kobushi.
Bethyvea the Guardian receives 285 healing from Infusion: Healing.
Impending Doom from Bethyvea the Guardian hits Kobushi for 56 arcane damage.
Bane of Confusion from Bethyvea the Guardian hits Kobushi for 23 darkness damage.
Kobushi is confused and fails to use Infusion: Healing.
Bethyvea the Guardian uses Knockback.
Bethyvea the Guardian misses Kobushi.
Armoured skeleton warrior's Rune: Acid Wave has been disrupted by anti-magic forces!
Ghast misses Kobushi.
Impending Doom from Bethyvea the Guardian hits Kobushi for 47 arcane damage.
Bane of Confusion from Bethyvea the Guardian hits Kobushi for 19 darkness damage.
Kobushi uses Infusion: Healing.
Kobushi receives 38 healing from Infusion: Healing.
Bethyvea the Guardian uses Stun.
Bethyvea the Guardian misses Kobushi.
Snow giant casts Mind Disruption.
Ghast misses Kobushi.
Armoured skeleton warrior hits Kobushi for 12 lightning, 25 physical, 5 lightning (42 total damage).
Impending Doom from Bethyvea the Guardian hits Kobushi for 47 arcane damage.
Bane of Confusion from Bethyvea the Guardian hits Kobushi for 19 darkness damage.
