








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Cleaner Item Descriptions 1.7.0Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 37 / 22% |
| Size | big |
| Lifes / Deaths | Killed by elven cultist at level 6 on the 1st Mirth 122nd year of Ascendancy at 05:08 3 / 5Killed by Xeruta the vampire at level 17 on the 56th Dusk 122nd year of Ascendancy at 08:43 Killed by Caen at level 18 on the 75th Dusk 122nd year of Ascendancy at 04:55 Killed by armoured skeleton warrior at level 21 on the 8th Decay 122nd year of Ascendancy at 20:05 Killed by Ganor the emperor wight at level 27 on the 8th Dusk 123rd year of Ascendancy at 22:17 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 67 (base 60) |
| Magic | 85 (base 43) |
| Willpower | 70 (base 41) |
| Cunning | 38 (base 19) |
Resources
| Life | 892/892 |
| Mana | 624/646 |
| Soul | 11/11 |
| Healing Factor | 1.5135014349577 |
| Regeneration | 4.3134790896294 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 29.641450861482 |
| See Invisible | 29.641450861482 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 3 |
| Crit Chance | 23% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 79 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +51% |
| Temporal | +27% |
| Arcane | +34% |
| Cold | +10% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 64 |
| Mental Save | 61 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Light | + 21%( 70%) |
| Darkness | + 62%( 70%) |
| Cold | + 53%( 70%) |
| Fire | + 16%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 137 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 630 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 546.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Spell / Master necromancer | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Hiemal Shield |
| talent | Spikes of Decrepitude |
| talent | Aura of Undeath |
| talent | Doomed For Eternity |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | Physical power, spellpower and all saves increased by 42. Commander of the Dead |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned injured seer, to death. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Foresight (+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 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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's current energy level is: 444. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within4 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. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Belamnir (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue -5% Resistance +6% lightning Physical save +5 (+2 eff.) Unlife -60.00 life Life +80.00 Blind Resist +20% Cut Resist +20% Teleport Resist +10% other ------- Encumbrance +23 A pair of boots made of leather. |
| Light source | ethereal alchemist's lamp of the moons0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +7 (+2 eff.) Damage +8% darkness defense ------ Resistance +11% light Affinity +5% darkness other ------- Light +6 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 314.88 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | aegis cashmere wizard hat of knowledge (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Defense +2 (+1 eff.) Shield Power +7% Life Regen +2.60 A pointy cloth hat, very wizardly... |
| Tool | supercharged ash wand of shielding [power 236] (24 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 253 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's steel ring of darkness (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% darkness defense ------ Fatigue -5% Resistance +22% darkness other ------- Encumbrance +22 Rings make your fingers look great! |
| On fingers | psionicist's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +5 Wil offense ------ Physical Power +7 (+3 eff.) Spellpower +7 (+2 eff.) Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+2 eff.) Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Kasta (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +37 (+8 eff.) Damage +6% temporal +25% darkness +15% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- Mana/turn +0.08 Mana-on-crit +2.00 Vim-on-crit +2.00 Max positive +10.00 Max negative +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | polar hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ On-Hit 7 cold Damage +3% arcane +3% cold defense ------ Armor +2 Resistance +7% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | timebroken cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +15 (+3 eff.) Damage +14% temporal +9% arcane +7% all defense ------ Resistance +11% all other ------- Max mana +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Khelofang' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ When Hit 2 physical defense ------ Defense +2 (+1 eff.) Resistance +6% fire Physical save +25 (+8 eff.) Life +73.00 Disease Resist +10% Disarm Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 495; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 495 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 Encumbrance T3 taint scroll [Unique] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+3 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
clarifying steel amulet of mastery (0.15 Spell / Grave)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% mind Confus Resist +22% other ------- Masteries +0.15 Spell/Grave Amulets make your neck look great! |
copper amulet of mastery (0.12 Cunning / Survival)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.12 Cunning/Survival Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +23% Amulets make your neck look great! |
grounding gold amulet of perfection (0.19 Spell / Necrosis,0.19 Spell / Master of bones)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +16% lightning Stun Resist +20% other ------- Masteries +0.19 Spell/Master of bones +0.19 Spell/Necrosis Amulets make your neck look great! |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
Star (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Str, 20% Dex Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
stralite dagger of phasing (28-37 power, 22 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane Weapon Damage 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +22 Critical Rate +8.0% Attack Speed 100% Ignore Shields +12% Sharp, short and deadly. |
arcing stralite greatsword of massacre (64-102 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Weapon Damage 63.5 - 101.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 125 damage Massive two-handed swords. |
stralite greatsword of torment (46-74 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego+] Psionic Weapon Damage 46.5 - 74.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
truestriking stralite greatsword of evisceration (47-75 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Weapon Damage 47.0 - 75.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +19.0% Physical Power +13 (+5 eff.) Ignore resists +13% physical Accuracy +23 (+19 eff.) Ignore Armor +12 Massive two-handed swords. |
balanced voratun longsword of crippling (42-59 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 42.0 - 58.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Accuracy +13 (+13 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +38% Sharp, long, and deadly. |
reinforced leather sling 'Zerodig'4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 Projectile Speed +100% On-ranged-hit +16 lightning On Hit: 10% Arcane Vortex level 4 While equipped: Stats +1 Con +3 Mag offense ------ Physical Crit +4.0% Physical Power +15 (+5 eff.) Spellpower +12 (+3 eff.) Damage +10% arcane +16% lightning Accuracy +11 (+11 eff.) Ignore Armor +1 other ------- Reload +3 Max stamina +30.00 Slings are used to hurl stones or metal shots at your foes. |
Chikan the Viperriver (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +4% Spellpower +22 (+5 eff.) Spellpower/crit +6 Damage +25% blight +25% fire +25% darkness +25% acid Ignore resists +35% nature defense ------ Armor +10 Defense +8 (+4 eff.) Crit Resistance 15.00% other ------- Infravision +1 Wards +3 blight +3 fire +3 darkness +3 acid Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Umbrariver the yew vilestaff (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +5.00% Spellpower +9 (+2 eff.) Damage +26% darkness +3% physical Ignore resists +10% darkness defense ------ Defense +7 (+3 eff.) other ------- Stamina/turn +1.00 Max positive +10.00 Max negative +10.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 112.98 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
bloodlich's yew vilestaff of greater warding (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Mag +3 Cun +5 Con offense ------ Spell Crit +3% Critical power +22.00% Spellpower +9 (+2 eff.) Damage +20% darkness defense ------ Armor +7 Defense +8 (+4 eff.) other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +26.00 Max negative +28.00 Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood magestaff of fate (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +18 (+4 eff.) Damage +25% cold Ignore Shields +16% defense ------ Defense +16 (+8 eff.) Shield Power +6% Physical save +10 (+4 eff.) Spell save +6 (+1 eff.) Mind save +9 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew vilestaff of greater warding (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% darkness defense ------ Armor +7 Defense +8 (+4 eff.) other ------- Mana/turn +0.10 Max mana +52.00 Wards +3 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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. |
balancing hardened leather belt of valiance1.0 Encumbrance T3 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +2 Wil +3 Cun offense ------ Physical Crit +8.0% Mind Crit +5% defense ------ Mind save +7 (+2 eff.) Life +64.00 A belt that goes around your waist. |
enveloping linen cloak of the guardian (12 def, 4 armour)2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: defense ------ Armor +4 Defense +12 (+6 eff.) Physical save +16 (+6 eff.) Spell save +11 (+2 eff.) Mind save +11 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +2 Wil +1 Cun defense ------ Defense +1 (+0 eff.) Mind save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +1 Mag +1 Wil defense ------ Defense +2 (+1 eff.) Spell save +7 (+1 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Worm of power (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +7% all defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of frost (+36%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +24% cold defense ------ Resistance +13% all +36% cold Mind save +17 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of frost (+16%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +11% cold defense ------ Resistance +9% all +16% cold Mind save +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +6% arcane +7% temporal defense ------ Resistance +11% all other ------- Max mana +38.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
dreamer's pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Str +2 Wil +3 Cun +2 Con defense ------ Armor +1 Physical save +5 (+2 eff.) Spell save +6 (+1 eff.) Mind save +5 (+1 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd 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. A pair of boots made of leather. |
insulating pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of drakeskin leather boots of speed (0 def, 6 armour)2.0 Encumbrance T5 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +6 other ------- Infravision +2 A pair of boots made of leather. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +4 (+1 eff.) defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
undeterred pair of hardened leather boots of phasing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +3 Silence Resist +20% Confus Resist +23% Stun Resist +28% Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 73.61 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Blindresolve the drakeskin leather cap (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +6 Dex +5 Wil +3 Cun offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 28% * 20% chance to reduce all saves and defense by 34 defense ------ Armor +5 Fatigue +5% Resistance +19% darkness other ------- Max hate +6.00 Infravision +7 A cap made of leather. |
Blizzardnail (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex +6 Con offense ------ Damage +6% physical Ignore resists +10% cold +10% physical defense ------ Armor +3 Fatigue +3% Unlife -60.00 life A cap made of leather. |
Chargeravage (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +10% arcane Ignore resists +15% acid On-Hit (Melee): * 10% chance to reduce armor by 44% defense ------ Defense +1 (+0 eff.) other ------- Max mana +10.00 Infravision +2 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+3 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
hardened leather cap 'Layuda' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Spellpower/crit +4 Damage +9% blight When Hit 4 blight defense ------ Armor +3 Fatigue +3% Resistance +7% blight +7% darkness Crit Resistance 15.00% Spell save +8 (+2 eff.) Mind save +7 (+2 eff.) other ------- Max vim +20.00 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 23 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
hardened leather armour of Toknor (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Critical power +13.00% Physical Power +5 (+2 eff.) defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
cleansing stralite plate armour of delving (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego+] Disrupt/Master While equipped: Stats +7 Str defense ------ Armor +13 Fatigue +22% Resistance +14% blight +9% physical +14% darkness +13% nature other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 25 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Defense +9 (+4 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
286 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
5 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+10 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 164.97 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 164.97 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 502.90 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
powerful stralite torque of psionic shield [power 91] (25 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
overpowered elm wand of lightning storm [power 164] (19 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (175 total damage) Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elven-wood wand of lightning storm [power 308] (10 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 65 lightning damage and will be dazed for 1 turn (329 total damage) Puts all charms on 10 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Caen the Lich Necromancer level 34
38th Haze 123rd year of Ascendancy at 14:00 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Caen the Ogre Necromancer level 19
76th Dusk 122nd year of Ascendancy at 23:35 see stats
Against all odds
Killed Ukruk in the ambush.By Caen the Lich Necromancer level 33
79th Dusk 123rd year of Ascendancy at 12:42 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Caen the Lich Necromancer level 28
21st Dusk 123rd year of Ascendancy at 16:55 see stats
Brave new world
Went to the Far East and took part in the war.By Caen the Lich Necromancer level 37
37th Regrowth 124th year of Ascendancy at 19:31 see stats
Bringer of Doom
Killed a Bringer of Doom.By Caen the Ogre Necromancer level 23
8th Regrowth 123rd year of Ascendancy at 09:10 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Caen the Ogre Necromancer level 14
28th Dusk 122nd year of Ascendancy at 14:54 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Caen the Lich Necromancer level 35
45th Haze 123rd year of Ascendancy at 14:00 see stats
Exterminator
Killed 1000 creatures.By Caen the Ogre Necromancer level 17
73rd Dusk 122nd year of Ascendancy at 15:01 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Caen the Lich Necromancer level 29
33rd Dusk 123rd year of Ascendancy at 15:03 see stats
Fear me not!
Survived the Fearscape!By Caen the Ogre Necromancer level 25
56th Pyre 123rd year of Ascendancy at 14:56 see stats
Got eggs?
Finish the Pikataclysm event.By Caen the Ogre Necromancer level 22
10th Decay 122nd year of Ascendancy at 19:53 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Caen the Ogre Necromancer level 19
76th Dusk 122nd year of Ascendancy at 21:25 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Caen the Lich Necromancer level 34
1st Haze 123rd year of Ascendancy at 04:18 see stats
Level 10
Got a character to level 10.By Caen the Ogre Necromancer level 10
5th Flare 122nd year of Ascendancy at 17:01 see stats
Level 20
Got a character to level 20.By Caen the Ogre Necromancer level 20
51st Haze 122nd year of Ascendancy at 08:17 see stats
Level 30
Got a character to level 30.By Caen the Lich Necromancer level 30
67th Dusk 123rd year of Ascendancy at 04:03 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Caen the Lich Necromancer level 27
8th Dusk 123rd year of Ascendancy at 22:17 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Caen the Lich Necromancer level 29
55th Dusk 123rd year of Ascendancy at 02:09 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Caen the Ogre Necromancer level 19
26th Haze 122nd year of Ascendancy at 21:45 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Caen the Ogre Necromancer level 26
59th Pyre 123rd year of Ascendancy at 12:29 see stats
Size matters
Did over 600 damage in one attack.By Caen the Ogre Necromancer level 24
74th Regrowth 123rd year of Ascendancy at 08:24 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Caen the Lich Necromancer level 36
65th Haze 123rd year of Ascendancy at 22:33 see stats
That was close
Killed your target while having only 1 life left.By Caen the Ogre Necromancer level 6
79th Pyre 122nd year of Ascendancy at 05:18 see stats
The Arena
Unlocked Arena mode.By Caen the Ogre Necromancer level 7
3rd Summertide 122nd year of Ascendancy at 18:11 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Caen the Ogre Necromancer level 19
76th Dusk 122nd year of Ascendancy at 23:35 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Caen the Ogre Necromancer level 23
9th Regrowth 123rd year of Ascendancy at 11:36 see stats
The secret city
Discovered the truth about mages.By Caen the Ogre Necromancer level 10
9th Flare 122nd year of Ascendancy at 08:08 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Caen the Ogre Necromancer level 25
57th Pyre 123rd year of Ascendancy at 11:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Caen the Ogre Necromancer level 17
70th Dusk 122nd year of Ascendancy at 16:36 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Caen the Lich Necromancer level 32
78th Dusk 123rd year of Ascendancy at 10:03 see stats
Log
The shield around armoured skeleton warrior crumbles.
The shield around skeleton master archer crumbles.
Resting starts...
The shield around Lord of Skulls (mage) crumbles.
Shadow casts Phase Door.
Talent Rune: Reflection Shield is ready to use.
The shield around eternal bone giant crumbles.
Talent Torture Souls is ready to use.
Your hiemal shield regenerates to full!
Shadow casts Phase Door.
Rested for 16 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Spikes of Decrepitude hits Giant red ant for 25 cold, 44 darkness (69 total damage).
Ran for 5 turns (stop reason: hostile spotted to the north (giant red ant)).
Caen casts Chill of the Tomb.
Caen's spell attains critical power!
Spikes of Decrepitude hits Giant red ant for 25 cold, 44 darkness (69 total damage).
Caen casts Black Ice.
Caen hits Giant red ant for 173 cold damage.
Spikes of Decrepitude hits Giant red ant for 30 cold, 53 darkness (83 total damage).
Caen's Chill of the Tomb hits Something for 337 cold damage.
Caen's Chill of the Tomb hits Giant red ant for 407 cold damage.
Caen's Chill of the Tomb killed Giant red ant!























































































































































