Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.0 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Adventurer |
| Level / Exp | 30 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Airenor at level 24 on the 47th Regrowth 123rd year of Ascendancy at 20:23 / 2Killed by Glevea the dreadmaster at level 30 on the 26th Pyre 123rd year of Ascendancy at 13:41 |
Primary Stats
| Strength | 15 (base 12) |
| Dexterity | 15 (base 12) |
| Constitution | 14 (base 12) |
| Magic | 68 (base 57) |
| Willpower | 78 (base 60) |
| Cunning | 29 (base 12) |
Resources
| Mana | 130/534 |
| Life | -69/658 |
| Paradox | 175 |
| Hate | 100/100 |
| Psi | 108/108 |
| Vim | 216/216 |
| Positive | 9/117 |
| Stamina | 319/337 |
| Equilibrium | 20 |
| Healing Factor | 1.23 |
| Regeneration | 11.0085 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 11 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 43 |
| Crit Chance | 22% |
| APR | 22 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 43 |
| Crit Chance | 20% |
| APR | 18 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 59.266666666667 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47.4 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +31% |
| Lightning | +16% |
| Light | +24% |
| Temporal | +8% |
| Fire | +34% |
| Physical | +6% |
| Cold | +10% |
| All | +0% |
Offense: Damage Penetration
| Temporal | +10% |
| Lightning | +9% |
| Darkness | +20% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 2 |
| Physical Save | 20.8125 |
| Spell Save | 47.13102860694 |
| Mental Save | 46.641666666667 |
Defense: Resistances
| Blight | 10%( 80%) |
| Physical | 7%( 80%) |
| Cold | 38%( 80%) |
| All | 0%( 80%) |
| Lightning | 6%( 80%) |
| Temporal | 8%( 80%) |
| Darkness | 48%( 80%) |
| Arcane | 13%( 80%) |
| Fire | 38%( 80%) |
| Nature | 12%( 80%) |
Defense: Immunities
| Stun Resistance | 80% |
| Bleed Resistance | 100% |
| Confusion Resistance | 40% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 318 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 295 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 202 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Absorption | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Celestial / Star fury | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Slaughter | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Fiery Hands |
| talent | Thermal Shield |
| talent | Energy Decomposition |
| talent | Chant of Fortress |
| talent | Charged Shield |
| talent | Arcane Combat |
| talent | Shock Hands |
| talent | Elemental Harmony |
| talent | Cleave |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 0.42 fire damage per turn. Burning |
| beneficial effect | Spellsurge |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| beneficial effect | Increases life regen by 7.00%. Elemental Harmony |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have &039; the heart of one of your fellow necromancers. * Yiilkgur the Sher&WHITELIGHT_GREENWHITELIGHT_GREEN | 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 Minotaur. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed vial of squid ink. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed storm wyrm claw. * You&WHITELIGHT_GREEN039;ve found the needed honey tree root. * You&WHITELIGHT_GREEN039;ve found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * &039; * You&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | The River& The River&Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 17.40 cold damage and 16.77 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
| On hands | Crystle& Crystle&Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Crown of Burning Pain (11 def, 0 armour) Crown of Burning Pain (11 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 30 power out of 20/50) : Effective talent level: 2.0 Power cost: 30 out of 20/50. Range: 5.0 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 175.14 fire and 138.16 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possess a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| On feet | Dawnusher the pair of hardened leather boots (0 def, 3 armour) Dawnusher 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 Fatigue: +3% Damage when the wearer hits(melee): 4 light Damage when the wearer is hit: 8 fire Changes resistances: +8% cold / +8% fire Changes damage: +3% light A pair of boots made of leather. |
| Tool | yew totem of healing [power 140] (35 cooldown) yew totem of healing [power 140] (35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal the target for 140, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
| On fingers | copper ring of life copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +0.50 Maximum life: +42.00 Healing mod.: +11% Rings can have magical properties. |
| Around neck | enraging gold amulet of the eclipse enraging gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 Damage when the wearer hits(melee): 8 darkness / 6 light Damage when the wearer is hit: 7 darkness / 7 light Changes damage: +6% physical / +8% darkness / +6% light Combat speed: +10% Amulets can have magical properties. |
| In main hand | Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: deal magical damage Special effect when this weapon kills: swallows the victim&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTANTIQUE_WHITE |
| Around waist | Neira& Neira&Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personal shield, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Skeletal Claw (19-20.9 power, 8 apr) Skeletal Claw (19-20.9 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 19.0 - 20.9 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 80% When this weapon hits: Bone Grab (20% chance level 1). Damage when this weapon hits: +15 bleed Burst (radius 2) on crit: +20 bleed Talent on hit(spell): Bone Spear (10% chance level 2). It can be used to activate talent Bone Nova (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 spell Description: Fire bone spears in all directions, hitting all foes within radius 2 for 94.55 physical damage. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
| Cloak | restorative cashmere cloak of the guardian (9 def, 3 armour) restorative cashmere cloak of the guardian (9 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +3 Defense: +9 Changes resistances: +12% nature / +10% blight Physical save: +12 Spell save: +10 Mental save: +15 Life regen: +1.20 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | 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. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 22; turns 4; dispells darkness)sun infusion (rad 7; power 22; turns 4; 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level. lightning rune of the titan (105 lightning damage)lightning rune of the titan (105 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 34.98 to 104.94 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 45)teleportation rune (range 45) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 45 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. |
Eilinumira the gold amulet Eilinumira the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +4 Changes resistances: +1% physical Talent mastery: +0.14 Wild-gift / Higher draconic abilities Physical save: +12 Healing mod.: +5% Amulets can have magical properties. |
clarifying steel amulet of healing clarifying steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Cut immunity: +40% Confusion immunity: +22% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 206 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
insulating steel amulet of mastery (0.14 Spell / Temporal) insulating steel amulet of mastery (0.14 Spell / Temporal)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% cold / +10% fire Talent mastery: +0.14 Spell / Temporal Amulets can have magical properties. |
stabilizing gold amulet of constitution (+4) stabilizing gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +17% temporal Pinning immunity: +20% Knockback immunity: +25% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. starlit stralite amulet of manastreamingstarlit stralite amulet of manastreaming Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes resistances: +15% darkness / +20% light Blindness immunity: +24% Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Amulets can have magical properties. |
vitalizing gold amulet of the fish vitalizing gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +16% cold Allows you to breathe in: water Physical save: +11 Life regen: +1.10 Maximum life: +48.00 Amulets can have magical properties. |
warrior& warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +7% physical Stamina each turn: +0.30 Amulets can have magical properties. |
copper ring of corrosion (+22%) copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
gladiator& gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +4 Str / +5 Con Rings can have magical properties. |
gladiator& gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +5 Str / +5 Con Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
psionicist& psionicist&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% light Changes damage: +12% light Mental save: +6 Rings can have magical properties. |
titan& titan&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 Stun/Freeze immunity: +22% Life regen: +0.90 Rings can have magical properties. |
warrior& warrior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +11% arcane Changes damage: +11% arcane Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. acidic stralite greatmaul of massacre (67.5-101.25 power, 3 apr)acidic stralite greatmaul of massacre (67.5-101.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 67.5 - 101.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +15 acid Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow of true flightelven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +10 When wielded/worn: Accuracy: +7 Physical crit. chance: +9.0% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. plaguebringer&plaguebringer& Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +11 blight When wielded/worn: Disease immunity: +17% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. reinforced leather sling &039;reinforced leather sling &039; Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +9 When wielded/worn: Changes stats: +3 Cun Damage when the wearer is hit: 12 temporal Changes resistances penetration: +18% physical / +10% blight Changes damage: +6% blight Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. shimmering elven-wood vilestaff of might (25-30 power, 5 apr, acid damage)shimmering elven-wood vilestaff of might (25-30 power, 5 apr, acid damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Acid Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid Talent granted: +1 Command Staff Mana each turn: +0.26 Maximum mana: +53.00 Spellpower: +12 Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blazebringer&blazebringer& Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 40% fire When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +9% fire Global speed: +4% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. stralite waraxe (31.5-44.1 power, 5 apr)stralite waraxe (31.5-44.1 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% One-handed war axes. |
hardened leather belt &039; hardened leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +4 Cun / +4 Dex Changes resistances: +3% fire / +6% acid / +6% nature Mental crit. chance: +8% Resist all after a teleport: +2% A belt that goes around your waist. |
cashmere cloak &039; (2 def, 0 armour) cashmere cloak &039; (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Str / +2 Dex / +4 Wil / +4 Cun Damage when the wearer is hit: 12 light Changes damage: +9% light Mental crit. chance: +6% Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Iron Throne (2 def, 6 armour) thick cashmere cloak of Iron Throne (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 Changes stats: +2 Str / +3 Con Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerymira (0 def, 3 armour) Aerymira (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Con Changes resistances penetration: +15% acid Changes damage: +3% arcane It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Elorath the dwarven-steel gauntlets (0 def, 2 armour) Elorath the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +3 Dex / +4 Cun Damage when the wearer hits(melee): 4 mind Damage when the wearer is hit: 8 mind Changes damage: +9% mind Talent cooldown: Double Strike (-1 turn) Physical save: +8 Mental save: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour)dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour)dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of ire (0 def, 4 armour)dwarven-steel helm of ire (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +3 Con Physical save: +7 Mental save: +8 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding cashmere wizard hat of lightning (+25%) (2 def, 0 armour) grounding cashmere wizard hat of lightning (+25%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +25% lightning / +7% temporal Changes damage: +12% lightning A pointy cloth hat, very wizardly... |
miner& miner&Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +4 Str Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Rogue Plight (6 def, 7 armour)Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% blight Physical save: +35 Stun/Freeze immunity: +30% No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour (3 def, 6 armour)enlightening hardened leather armour (3 def, 6 armour) Requires: - Strength 16 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 / +5 Wil Mental save: +15 A suit of armour made of leather. |
69 alchemist agate 69 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. |
onyx 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
woodsman& woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% nature Changes damage: +8% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox& Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
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. |
2 garnet 2 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% Gems can be sold for money or used in arcane rituals. |
ruby 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 Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots &039; (21/21, 33.5-40.2 power, 3 apr)pouch of dwarven-steel shots &039; (21/21, 33.5-40.2 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 21 Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +11 bleed / +8 blight / +12 acid blind Burst (radius 1) on hit: +4 acid Damage conversion: 10% blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. rushing elven-wood totem of cure poisons [power 3] (20 cooldown)rushing elven-wood totem of cure poisons [power 3] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +5 Rushing Claws It can be used to remove up to 3 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure illness [power 2] (20 cooldown) yew totem of cure illness [power 2] (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. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
amber 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% Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Airenor the Lich Adventurer level 28
19th Pyre 123rd year of Ascendancy at 03:34 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Airenor the Higher Adventurer level 22
25th Regrowth 123rd year of Ascendancy at 17:48 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Airenor the Higher Adventurer level 12
28th Dusk 122nd year of Ascendancy at 05:18 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Airenor the Higher Adventurer level 16
65th Dusk 122nd year of Ascendancy at 19:01 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Airenor the Higher Adventurer level 23
47th Regrowth 123rd year of Ascendancy at 08:51 see stats
Level 10 (Roguelike)
Got a character to level 10.By Airenor the Higher Adventurer level 10
9th Flare 122nd year of Ascendancy at 04:33 see stats
Level 20 (Roguelike)
Got a character to level 20.By Airenor the Higher Adventurer level 20
1st Allure 123rd year of Ascendancy at 01:00 see stats
Level 30 (Roguelike)
Got a character to level 30.By Airenor the Lich Adventurer level 30
24th Pyre 123rd year of Ascendancy at 15:12 see stats
Lichform (Roguelike)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Airenor the Higher Adventurer level 24
47th Regrowth 123rd year of Ascendancy at 20:23 see stats
Merry wintertide! (Roguelike)
Finish the Santascape event and free the little helper elves.By Airenor the Lich Adventurer level 27
2nd Pyre 123rd year of Ascendancy at 16:00 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Airenor the Higher Adventurer level 17
68th Dusk 122nd year of Ascendancy at 11:03 see stats
Santassacre! (Roguelike)
Killed the little helper elves after saving them!By Airenor the Lich Adventurer level 27
2nd Pyre 123rd year of Ascendancy at 16:07 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Airenor the Lich Adventurer level 26
54th Regrowth 123rd year of Ascendancy at 19:58 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Airenor the Higher Adventurer level 15
58th Dusk 122nd year of Ascendancy at 15:40 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Airenor the Higher Adventurer level 12
36th Dusk 122nd year of Ascendancy at 22:30 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Airenor the Higher Adventurer level 15
58th Dusk 122nd year of Ascendancy at 15:40 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Airenor the Lich Adventurer level 27
17th Pyre 123rd year of Ascendancy at 19:59 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Airenor the Higher Adventurer level 12
16th Dusk 122nd year of Ascendancy at 21:17 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Airenor the Lich Adventurer level 30
24th Pyre 123rd year of Ascendancy at 23:35 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Airenor the Higher Adventurer level 19
2nd Decay 122nd year of Ascendancy at 21:53 see stats
Log
Airenor misses Dread.
Airenor misses Something.
Airenor leeches life from Something!
Something hits Airenor for 45 physical, 2 healing (45 total damage) [2 healing].
Airenor hits Something for 7 fire, 5 lightning, 21 light, 4 darkness (36 total damage).
Airenor hits Dread for 6 fire, 4 lightning, 21 light, 4 darkness (34 total damage).
Dread hits Airenor for 39 physical damage.
Talent Arcane Feed is ready to use.
Airenor misses Dread.
Airenor misses Dread.
Airenor misses Something.
Something hits Airenor for 45 physical damage.
Dread hits Airenor for 39 physical damage.
Airenor hits Something for 7 fire, 5 lightning, 21 light, 4 darkness (36 total damage).
Airenor hits Dread for 7 fire, 5 lightning, 21 light, 4 darkness (36 total damage).
Airenor hits Something for 6 fire, 4 lightning, 21 light, 4 darkness (34 total damage).
Something hits Airenor for 39 physical damage.
Airenor leeches life from Something!
Airenor hits Something for 32 physical, 11 cold, 11 fire, 14 light, 4 darkness, 11 lightning (82 total damage).
Something hits Airenor for 4 healing, 5 healing, 1 healing (0 total damage) [11 healing].
Airenor is on fire!
Airenor resists the dream forge!
Something performs a melee critical strike against Airenor!
Your hatred grows even as your life fades! (+25 hate)
You have taken the life of an experienced foe! (+5 hate)
Saving done.
Saving done.
Saving game...
