











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 32 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Glota the elven cultist at level 32 on the 45th Regrowth 123rd year of Ascendancy at 20:42 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 84 (base 60) |
| Dexterity | 34 (base 17) |
| Constitution | 26 (base 11) |
| Magic | 27 (base 10) |
| Willpower | 92 (base 60) |
| Cunning | 45 (base 10) |
Resources
| Life | -179/1228 |
| Psi | 182/182 |
| Stamina | 398/398 |
| Equilibrium | 40 |
| Healing Factor | 1.3816586254955 |
| Regeneration | 26.397900483315 |
Speed
| Mental | +12.028637809585% |
| Attack | +12.028637809585% |
| Movement | +32.609950326513% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 32.045069181528 |
| See Invisible | 32.045069181528 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 62 |
| Crit Chance | 29% |
| APR | 23 |
| Speed | 0.89 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 62 |
| Crit Chance | 32% |
| APR | 28 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 35% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Acid | +23% |
| Blight | +20% |
| Arcane | +12% |
| Cold | +20% |
| All | +0% |
| Darkness | +20% |
| Physical | +20% |
| Temporal | +6% |
| Lightning | +23% |
| Mind | +7% |
| Fire | +28% |
| Nature | +59% |
Offense: Damage Penetration
| Acid | +43% |
| Blight | +30% |
| Physical | +39% |
| Cold | +30% |
| Darkness | +30% |
| Temporal | +35% |
| Lightning | +30% |
| Fire | +30% |
| Nature | +81% |
Defense: Base
| Armour (hardiness) | 36.511077022655 (89.749889547741%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 21 |
| Physical Save | 41 |
| Spell Save | 45 |
| Mental Save | 49 |
Defense: Resistances
| Acid | 18%( 70%) |
| Blight | 25%( 70%) |
| Arcane | 13%( 70%) |
| Cold | 18%( 70%) |
| All | 8%( 70%) |
| Darkness | 14%( 70%) |
| Physical | 16%( 70%) |
| Lightning | 40%( 70%) |
| Mind | 11%( 70%) |
| Fire | 27%( 70%) |
| Nature | 37%( 70%) |
Defense: Immunities
| Stun Resistance | 67% |
| Confusion Resistance | 20% |
| Disarm Resistance | 32% |
| Knockback Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 9% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 420 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 131 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost warrior from death by Isoriabeth the skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos&WHITESLATE | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj&WHITESLATE039;Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.&WHITELIGHT_GREEN039;ve found the needed orc heart. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed red crystal shard. * &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&WHITELIGHT_GREEN039;ve found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | Emelowen the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +3 Wil Changes resistances: +9% blight / +3% mind Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +20% Maximum life: +80.00 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | ArcnighInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 11% Changes resistances: +6% lightning / +15% fire / +3% all Changes damage: +3% lightning / +3% acid Spell save: +6 (+2 eff.) Light radius: +3 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. |
| On head | cashmere wizard hat &039; (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +20 (+5 eff.) Defense: +2 (+1 eff.) Changes stats: +5 Str Changes resistances: +25% nature Changes damage: +15% nature A pointy cloth hat, very wizardly... |
| On hands | Spellhunt Remnants (4 def, 5 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Spell save: +10 (+4 eff.) Maximum life: +80.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +12% When used to modify unarmed attacks: Power: 133% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Mana Clash (10% chance level 2). On weapon hit: * 35 arcane resource burn Damage (Melee): +17 silence Can&LASTYELLOWLASTANTIQUE_WHITE |
| Tool | Galebraid (dig speed 10 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +3% blight / +9% lightning / +5% arcane / +3% darkness Changes damage: +7% mind / +8% fire Physical save: +5 (+1 eff.) Spell save: +7 (+3 eff.) Mental save: +14 (+4 eff.) Maximum life: +52.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +6 Str / +5 Con Stun/Freeze immunity: +37% Life regen: +5.00 Rings make your fingers look great! |
| On fingers | Eilinemira the SqualorboreInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Damage when hit (Melee): 6 acid Changes stats: +6 Dex / +4 Wil / +5 Cun Changes resistances penetration: +20% nature Mental save: +8 (+2 eff.) Life regen: +6.00 Maximum life: +52.00 Healing mod.: +10% Rings make your fingers look great! |
| Around neck | grounding steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
| In main hand | Xanomina the dwarven-steel waraxe (118% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (radius 2) on crit: +22 acid / +19 nature When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +19 Changes stats: +7 Str / +5 Dex / +6 Mag / +5 Wil / +6 Cun / +5 Con Changes resistances penetration: +13% acid / +9% physical / +11% nature Changes damage: +12% arcane Spell save: +6 (+2 eff.) Spellpower: +5 (+0 eff.) Damage Shield penetration: +10% One-handed war axes. |
| Around waist | GydhedaInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag / +4 Wil / +5 Cun / +1 Con Changes resistances penetration: +10% temporal Reduces incoming crit damage: 15.00% Physical save: +7 (+2 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +3 A belt that goes around your waist. |
| In off hand | stralite dagger &039; (137% power, 9 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 60% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +43 (+10 eff.) Defense: +13 (+7 eff.) Disarm immunity: +32% Only die when reaching: -80.00 life Sharp, short and deadly. |
| Cloak | Strikebender the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Damage when hit (Melee): 2 fire Changes stats: +1 Mag / +6 Cun / +3 Con Changes resistances: +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Arimira the steel plate armour (7 def, 14 armour)Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +7 (+4 eff.) Fatigue: +22% Changes stats: +2 Str / +9 Mag / +2 Cun Changes resistances penetration: +25% temporal Changes damage: +6% temporal Reduces incoming crit damage: 10.00% Mental save: +12 (+4 eff.) Light radius: +3 A suit of armour made of metal plates. |
Inventory
movement infusion of the warrior (speed 805%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 805% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 217; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 217 life over 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 nature talent. |
regeneration infusion of the psychic (heal 514; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Anutir the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage when hit (Melee): 10 mind Changes stats: +4 Cun Changes resistances: +3% temporal Changes resistances penetration: +5% mind Amulets make your neck look great! |
Blackvalor the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 26% Changes stats: +3 Con Changes resistances: +9% acid / +11% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets make your neck look great! |
Hanirath the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Changes resistances: +15% fire / +15% cold Changes resistances penetration: +25% arcane Critical mult.: +15.00% Spellpower: +25 (+3 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Silavea the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Changes stats: +2 Wil Physical save: +12 (+4 eff.) Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 31 power out of 36/36) : Effective talent level: 4.0 Power cost: 31 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (106). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 light / 5 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 26% * 6% chance to blind Changes damage: +6% light / +6% darkness Amulets make your neck look great! |
gold amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% fire / +18% light / +20% cold Changes resistances penetration: +15% lightning Changes damage: +12% lightning / +6% mind Maximum hate: +6.00 Mindpower: +25 (+7 eff.) Amulets make your neck look great! |
mindweaver&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil / +4 Mag Mental save: +7 (+2 eff.) Confusion immunity: +13% Mindpower: +7 (+2 eff.) Amulets make your neck look great! |
restful gold amulet of mastery (0.19 Wild-gift / Sand drake aspect)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Talent mastery: +0.19 Wild-gift / Sand drake aspect Life regen: +2.00 Amulets make your neck look great! |
savior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes damage: +6% blight / +5% fire Critical mult.: +11.00% Physical save: +10 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+3 eff.) Spellpower: +6 (+0 eff.) Amulets make your neck look great! |
savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +11 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Amulets make your neck look great! |
savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +12 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +13 (+4 eff.) Amulets make your neck look great! |
serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +8 (+4 eff.) Changes stats: +8 Lck Blindness immunity: +13% Infravision radius: +2 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
serendipitous stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +9 (+5 eff.) Changes stats: +12 Lck Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
starlit gold amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% light / +14% darkness Blindness immunity: +24% Amulets make your neck look great! |
Bethita the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Armour: +12 Changes stats: +1 Str / +3 Dex Changes resistances: +1% physical Only die when reaching: -20.00 life Rings make your fingers look great! |
BlindmarrowInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +8 Wil Changes damage: +9% light Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
Dairerim the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +10 Str / +2 Dex / +4 Mag Spellpower: +8 (+1 eff.) Mindpower: +11 (+3 eff.) See invisible: +24 Rings make your fingers look great! |
Emonor the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Armour: +6 Defense: +24 (+11 eff.) Changes stats: +3 Str Changes damage: +3% mind Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -60.00 life It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Porymira the SkyspikeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 11% Damage when hit (Melee): 8 lightning Changes resistances: +7% blight / +5% nature / +12% acid Changes resistances penetration: +10% mind Changes damage: +9% lightning Poison immunity: +13% Disease immunity: +12% Rings make your fingers look great! |
Rhodradas the CrackleworthInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 11% Damage when hit (Melee): 2 acid Changes resistances: +5% arcane / +27% cold Changes damage: +15% lightning / +12% cold Rings make your fingers look great! |
VoidslicerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +22% lightning Changes resistances penetration: +25% darkness Changes damage: +11% lightning / +6% mind Hate when firing a critical mind attack: +3.00 Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
mule&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Changes resistances: +28% fire Changes damage: +14% fire Maximum encumbrance: +28 Rings make your fingers look great! |
pixie&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Cun / +4 Mag Spellpower: +5 (+0 eff.) Rings make your fingers look great! |
psionicist&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +24% cold Changes damage: +12% cold Mental save: +10 (+3 eff.) Rings make your fingers look great! |
psionicist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+2 eff.) Rings make your fingers look great! |
sneakthief&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +7 (+2 eff.) Changes stats: +6 Cun / +6 Dex Spellpower: +8 (+1 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
steel ring &039;Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +3% blight / +12% fire / +3% lightning Changes resistances penetration: +15% blight / +15% lightning Changes damage: +3% lightning / +3% fire Mental save: +7 (+2 eff.) Confusion immunity: +28% Rings make your fingers look great! |
treant&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes resistances: +6% nature / +6% blight Poison immunity: +12% Disease immunity: +11% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.stormbringer& Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 2) on crit: +21 lightning / +34 cold When wielded/worn: Changes resistances penetration: +26% lightning / +7% cold Movement speed: +49% Massive two-handed battleaxes. |
Nimbusbringer (104% power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +12 lightning / +18 fire / +16 light When wielded/worn: Changes resistances: +15% acid / +8% lightning / +9% blight / +9% fire / +12% cold / +4% all Changes resistances penetration: +10% lightning / +13% fire Spell save: +7 (+3 eff.) Global speed: +4% Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.arcing stralite greatmaul of massacre (177% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 177% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
Corpathus (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +38.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
This item will automatically be transmogrified when you leave the level.Rotmaim (146% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +12 mind Damage (radius 1) on hit: +20 arcane Damage (radius 2) on crit: +16 arcane / +12 cold When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 60% Changes resistances: +5% arcane / +12% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Squalorcutter the stralite longsword (143% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 143% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +9 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Damage when hit (Melee): 10 physical Changes stats: +3 Str Changes damage: +15% nature Physical save: +12 (+4 eff.) Disarm immunity: +41% Stamina each turn: +2.00 Only die when reaching: -80.00 life Sharp, long, and deadly. |
balanced stralite longsword of enduring (143% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 143% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +8 (+4 eff.) Changes stats: +6 Con / +10 Wil Disarm immunity: +23% Maximum life: +41.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Brightorder the stralite mace (146% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +11 nature When wielded/worn: Damage when hit (Melee): 10 light / 10 lightning Changes resistances penetration: +15% lightning Changes damage: +18% light Light radius: +3 Blunt and deadly. |
Lisyrevena (135% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Changes resistances: +12% darkness / +9% fire Silence immunity: +20% Teleport immunity: +20% Mana each turn: +0.16 Only die when reaching: -20.00 life Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.mighty reinforced leather sling of acid Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +10 acid When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Str Changes damage: +15% acid Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel waraxe &039; (121% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 11% Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +16 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +3 Dex Changes resistances: +3% acid Changes resistances penetration: +15% darkness Combat speed: +10% One-handed war axes. |
voratun waraxe &039; (167% power, 8 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +51 fire When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +5% physical / +21% fire Physical save: +12 (+4 eff.) Maximum stamina: +30.00 Global speed: +7% One-handed war axes. |
Glithra the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +6 Wil Changes resistances: +9% darkness Changes resistances penetration: +10% mind Damage against: +29% Summoned Reduced damage from: +24% Summoned Silence immunity: +20% Equilibrium when hit: +0.08 Healing mod.: +15% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
SilariattaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +2 Con Changes damage: +9% acid / +6% blight Mental save: +5 (+1 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
VeladathraInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Armour: +4 Changes stats: +3 Str / +5 Dex Changes resistances: +8% lightning / +10% temporal Only die when reaching: -40.00 life A belt that goes around your waist. |
hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Critical mult.: +7.00% A belt that goes around your waist. |
Murkwake the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 60% Changes stats: +2 Str Changes resistances: +10% cold Changes resistances penetration: +5% nature Changes damage: +3% mind Hate when firing a critical mind attack: +1.00 Maximum psi: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanodunaruihell the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +3% mind / +3% lightning Changes resistances penetration: +5% arcane Physical save: +3 (+1 eff.) Only die when reaching: -60.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+5 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+2 eff.) It can be used to activate talent Temporal Reprieve (costing 43 power out of 50/50) : Effective talent level: 1.0 Power cost: 43 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Eden&Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 42% (based on Cunning) Activation costs 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Halahir the Charpunish (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Dex / +2 Wil / +3 Cun Changes resistances: +3% fire Changes resistances penetration: +5% fire Light radius: +3 Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 118% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.eldritch pair of hardened leather boots of tirelessness (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +3 Wil Stamina each turn: +0.80 Mana each turn: +0.20 Maximum mana: +31.00 Maximum stamina: +16.00 Spell crit. chance: +2% A pair of boots made of leather. |
insulating pair of iron boots of rushing (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Str / +3 Con Changes resistances: +6% fire / +5% cold It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. 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& |
pair of hardened leather boots &039; (0 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +19 Changes stats: +8 Lck / +8 Dex Critical mult.: +10.00% Stealth bonus: +6 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Runedurekor the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +4.0% Armour: +2 Fatigue: +3% Changes resistances: +6% blight Changes damage: +12% physical Physical save: +13 (+4 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% Only die when reaching: -40.00 life Maximum stamina: +20.00 When used to modify unarmed attacks: Power: 118% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves &039; (0 def, 8 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Damage (Melee): 7 physical Damage when hit (Melee): 2 fire Changes stats: +1 Wil Changes damage: +6% lightning / +5% physical Psi when hit: +0.08 Maximum hate: +10.00 Mindpower: +5 (+1 eff.) When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +6 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 cold Changes stats: +2 Dex Changes resistances: +7% cold Changes damage: +4% cold When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +8 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Gunosus the rough leather cap (0 def, 9 armour) =Water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Fatigue: +1% Changes stats: +1 Mag Changes resistances: +3% physical / +9% cold Allows you to breathe in: water Disarm immunity: +10% A cap made of leather. |
Tundraclamor the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +9 Dex / +4 Con Changes resistances: +25% darkness Changes damage: +6% lightning / +21% cold Infravision radius: +7 A cap made of leather. |
Xiwe the Shinewilder (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 arcane Changes stats: +5 Cun / +5 Wil Changes resistances: +5% arcane Changes resistances penetration: +5% light Changes damage: +3% arcane Mental save: +3 (+1 eff.) Mindpower: +3 (+1 eff.) 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.cashmere wizard hat &039; (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil / +4 Mag Changes resistances: +12% cold / +22% fire Changes damage: +12% arcane / +15% fire Critical mult.: +10.00% Spell save: +12 (+4 eff.) Spellpower: +20 (+2 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
marauder&Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +6 Defense: +14 (+7 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Dex Critical mult.: +12.00% Physical save: +9 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour of the wind (17 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +11 Physical crit. chance: +4.0% Armour: +7 Defense: +17 (+9 eff.) Fatigue: +8% Stamina each turn: +0.90 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 216 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
dwarven-steel plate armour &039; (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +4 Str / +3 Mag / +2 Cun / +10 Con Changes resistances: +9% darkness Spell save: +15 (+5 eff.) Maximum life: +45.00 A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour of implacability (0 def, 17 armour)Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Fatigue: +16% Changes stats: +5 Cun / +5 Wil Physical save: +5 (+1 eff.) Mental save: +12 (+4 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Stormwrecker the stralite shield (0 def, 8 armour, 160% power, 139.5 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +139 Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +20 cold When wielded/worn: Armour: +8 Fatigue: +8% Effects when hit in melee: * 26% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 arcane Changes resistances: +16% temporal / +5% arcane / +9% cold Changes resistances penetration: +10% blight Changes damage: +30% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.swashbuckler& Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 159% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +137 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +8 Fatigue: +8% Changes stats: +8 Str / +5 Dex Changes resistances: +13% physical Talent granted: +1 Block Handheld deflection devices. |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
625 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tarruleg the Shockpulverizer (dig speed 16 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Cun Changes resistances penetration: +20% lightning Changes damage: +10% mind / +11% fire Mental save: +11 (+3 eff.) Equilibrium when hit: +0.08 Maximum hate: +4.00 Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Golrarissra the DayravagerInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 60% Changes resistances: +6% blight / +5% arcane / +3% all Changes damage: +12% acid / +15% light Spell save: +8 (+3 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern &039;Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +15% lightning / +5% cold Changes damage: +3% nature / +12% cold Maximum life: +42.00 Light radius: +3 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. |
Prox&Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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 toll 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 that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Mardygar [power 45] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 60% Changes resistances: +6% lightning / +4% physical / +6% darkness Physical save: +3 (+1 eff.) Confusion immunity: +10% Maximum psi: +10.00 It can be used to harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50% Activation puts all charms on cooldown for 17 turns. When used: * Gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.focusing elven-wood wand of shielding [power 362] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 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. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Alva Darkwyrm the Thalore Wyrmic level 31
40th Regrowth 123rd year of Ascendancy at 20:11 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Alva Darkwyrm the Thalore Wyrmic level 31
39th Regrowth 123rd year of Ascendancy at 04:50 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Alva Darkwyrm the Thalore Wyrmic level 18
64th Haze 122nd year of Ascendancy at 06:00 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Alva Darkwyrm the Thalore Wyrmic level 9
21st Haze 122nd year of Ascendancy at 18:47 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Alva Darkwyrm the Thalore Wyrmic level 24
30th Regrowth 123rd year of Ascendancy at 07:11 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alva Darkwyrm the Thalore Wyrmic level 23
17th Regrowth 123rd year of Ascendancy at 11:25 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By Alva Darkwyrm the Thalore Wyrmic level 19
4th Decay 122nd year of Ascendancy at 05:55 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Alva Darkwyrm the Thalore Wyrmic level 18
71st Haze 122nd year of Ascendancy at 13:22 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alva Darkwyrm the Thalore Wyrmic level 10
27th Haze 122nd year of Ascendancy at 13:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Alva Darkwyrm the Thalore Wyrmic level 20
4th Decay 122nd year of Ascendancy at 09:31 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Alva Darkwyrm the Thalore Wyrmic level 30
37th Regrowth 123rd year of Ascendancy at 22:27 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Alva Darkwyrm the Thalore Wyrmic level 22
8th Decay 122nd year of Ascendancy at 22:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Alva Darkwyrm the Thalore Wyrmic level 17
57th Haze 122nd year of Ascendancy at 15:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Alva Darkwyrm the Thalore Wyrmic level 9
15th Haze 122nd year of Ascendancy at 04:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Alva Darkwyrm the Thalore Wyrmic level 12
32nd Haze 122nd year of Ascendancy at 12:05 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Alva Darkwyrm the Thalore Wyrmic level 23
5th Regrowth 123rd year of Ascendancy at 18:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alva Darkwyrm the Thalore Wyrmic level 17
57th Haze 122nd year of Ascendancy at 14:01 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Alva Darkwyrm the Thalore Wyrmic level 30
38th Regrowth 123rd year of Ascendancy at 12:53 see stats
Log
Elven guard hits Alva Darkwyrm for 65 physical, (4 antimagic), 0 fire (66 total damage).
Elven blood mage misses Alva Darkwyrm.
Melee retaliation hits Glota the elven cultist for 27 cold, 5 acid, 1 fire, 27 cold, 5 acid, 1 fire (68 total damage).
Glota the elven cultist hits Alva Darkwyrm for 128 physical, 77 physical (207 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Alva Darkwyrm uses Gift of the Woods.
Alva Darkwyrm starts regenerating health quickly.
Alva Darkwyrm uses Nature&
Glota the elven cultist aims less carefully.
Talent Swallow is ready to use.
Deep Wound from Glota the elven cultist hits Alva Darkwyrm for 62 physical damage.
Glota the elven cultist performs a melee critical strike against Alva Darkwyrm!
Melee retaliation hits Glota the elven cultist for 27 cold, 5 acid, 1 fire, 27 cold, 5 acid, 1 fire (68 total damage).
Alva Darkwyrm&PURPLELASTLAST039;s manaburn arcane area effect hits Elven guard for 0 arcane damage.
Alva Darkwyrm&fbd578LASTPURPLELASTLAST039;s manaburn arcane area effect hits Treant for 0 arcane damage.
Alva Darkwyrm&PURPLELASTLAST039;s manaburn arcane area effect hits Glota the elven cultist for 84 arcane damage.
Glota the elven cultist hits Alva Darkwyrm for 243 physical, 95 physical (339 total damage).
Glota the elven cultist uses Dual Strike.
Glota the elven cultist performs a melee critical strike against Alva Darkwyrm!
Alva Darkwyrm is stunned!
Glota the elven cultist performs a melee critical strike against Alva Darkwyrm!
Melee retaliation hits Glota the elven cultist for 27 cold, 5 acid, 1 fire, 16 cold, 3 acid, 0 fire (54 total damage).
Glota the elven cultist hits Alva Darkwyrm for 272 physical damage.
Alva Darkwyrm the level 32 thalore wyrmic was squished to death by Glota the elven cultist on level 2 of Dark crypt.







































































































































