








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Select First Escort 1.6.7Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Lich |
| Class | Adventurer |
| Level / Exp | 50 / 88% |
| Size | big |
| Lifes / Deaths | Killed by Forgery of Haze (Celia) at level 20 on the 5th Regrowth 123rd year of Ascendancy at 21:45 3 / 5Killed by Forgery of Haze (Celia) at level 26 on the 79th Regrowth 123rd year of Ascendancy at 23:32 Killed by Weirdling Beast at level 27 on the 9th Pyre 123rd year of Ascendancy at 03:05 Killed by Velivea the slaver at level 27 on the 33rd Pyre 123rd year of Ascendancy at 12:23 Killed by Doomed Shade of Aventura at level 50 on the 24th Pyre 124th year of Ascendancy at 14:26 |
Primary Stats
| Strength | 35 (base 12) |
| Dexterity | 43 (base 25) |
| Constitution | 30 (base 15) |
| Magic | 137 (base 66) |
| Willpower | 125 (base 60) |
| Cunning | 116 (base 60) |
Resources
| Mana | 829/829 |
| Negative | 177/177 |
| Life | 1288/1288 |
| Paradox | 300 |
| Insanity | 0/100 |
| Psi | 235/235 |
| Positive | 197/197 |
| Stamina | 567/567 |
| Steam | 0/100 |
| Healing Factor | 1.1500000000001 |
| Regeneration | 10.637500000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9.5496478698598 |
| Infravision | 6 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 134 |
| Accuracy | 66 |
| Crit Chance | 32% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 102 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +44% |
| Arcane | +34% |
| Cold | +10% |
| All | 0% |
| Lightning | +20% |
| Physical | +33% |
| Mind | +44% |
| Darkness | +197% |
| Nature | +15% |
Offense: Damage Penetration
| Darkness | +109% |
| Temporal | +40% |
| Physical | +50% |
| Arcane | +30% |
| Mind | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 56.05043912235 (49.309173272933%) |
| Defense | 99 |
| Ranged Defense | 99 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 81 |
| Mental Save | 85 |
Defense: Resistances
| Blight | + 68%( 85%) |
| Arcane | + 64%( 85%) |
| Cold | + 85%( 85%) |
| All | + 52%( 85%) |
| Physical | + 53%( 85%) |
| Darkness | + 85%( 85%) |
| Light | + 58%( 85%) |
| Temporal | + 69%( 85%) |
| Lightning | + 66%( 85%) |
| Mind | + 85%( 85%) |
| Fire | + 71%( 85%) |
| Nature | + 57%( 85%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 39% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.3 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 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 272 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 Cunning stat. |
| Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1162 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 2.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Doom covenant | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Spell / Nightfall | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Charged Shield |
| talent | Phase Pulse |
| talent | Kinetic Shield |
| talent | Defensive Posture |
| talent | Hymn of Perseverance |
| talent | Spellcraft |
| talent | Molten Iron Blood |
| talent | Shielding |
| talent | Beyond the Flesh |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by ice wyrm. Escort: lost defiler (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Adydavea the rattlesnake. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Zubygara the barrow wight. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | 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. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 809. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed ice wyrm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Stire 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 needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed naga tongue. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of faeros ash. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of greater demon bile. * You've found the needed vampire lord fang. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within3 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. * You have destroyed Vor. * 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
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
| Psionic focus | Muckream (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+4 eff.) Changes stats: +2 Dex Changes damage: +30% darkness / +6% nature / +24% mind Talent granted: +1 Command Staff Critical mult.: +20.00% Psi when hit: +0.12 Spellpower: +23 (+3 eff.) Spell crit. chance: +33% Mental crit. chance: +2% Damage Shield penetration: +23% Damage Shield Power: +13% Talent on hit(spell): Manathrust (10% chance level 6). Staves designed for wielders of magic, by the greats of the art. |
| Light source | dwarven lantern 'Flaresweeper'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Defense: +20 (+4 eff.) Damage when hit (Melee): 19 fire Changes resistances: +8% temporal / +5% darkness / +13% blight / +14% fire / +9% cold Changes damage: +6% physical Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +5 See invisible: +11 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +19% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 34 life. Creatures standing in the retch also have 14% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Murkbender (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 11 darkness Changes stats: +7 Cun / +7 Wil Changes resistances: +20% blight / +19% mind / +16% darkness Changes damage: +20% blight / +20% mind / +32% darkness Physical save: +15 (+4 eff.) Mental save: +20 (+4 eff.) Maximum psi: +40.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Light radius: +3 A pointy cloth hat, very wizardly... |
| On feet | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+2 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 299 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Tool | Elenesus the Voidwedge [power 428] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 34% * 20% chance to reduce all saves and defense by 43 Changes resistances: +9% mind / +12% darkness Maximum wards: +6 blight / +6 lightning / +6 mind / +6 nature Changes resistances penetration: +29% darkness Talent granted: +1 Ward It can be used to create a shield absorbing up to 827 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 3 talent cooldowns by 2. * Gain a 35% chance to evade weapon attacks for 2 turns. * Increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of the ArchlichRequires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. The set is complete. When wielded/worn: Changes resistances: +15% darkness / +10% cold Changes damage: +24% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +18 (+3 eff.) It can be used to activate talent Impending Doom (costing 40 power out of 40/40) : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: 7 Travel Speed: instantaneous Is: necromancy and a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and will take 124% of its remaining life (or 1093.85, whichever is lower) over 10 turns as arcane damage. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. This item has been sent to the Item's Vault. |
| On fingers | ObsidianpunishPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Mag / +8 Cun / +6 Con Changes resistances: +9% temporal / +3% darkness / +12% light Changes resistances penetration: +25% darkness / +15% temporal Spell save: +20 (+4 eff.) Stun/Freeze immunity: +50% Life regen: +9.00 Maximum stamina: +33.00 Spellpower: +29 (+4 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
| Around neck | Jettrial the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Effects on melee hit: * 10% chance to reduce damage dealt by 34% Changes stats: +14 Str / +8 Dex / +16 Wil Changes resistances: +2% physical / +25% fire / +27% mind / +30% cold Changes resistances penetration: +10% darkness / +5% mind Critical mult.: +15.00% Mental save: +14 (+3 eff.) Confusion immunity: +67% Mindpower: +15 (+3 eff.) Amulets can have magical properties. |
| In main hand | Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. The set is complete. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.10 Spell / Advanced necrotic minions +0.20 Celestial / Star fury +0.20 Spell / Nightfall Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +40 (+6 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Around waist | Morbusbrawn the drakeskin leather beltPowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +6 Str / +13 Mag / +11 Wil / +6 Con Changes resistances: +14% lightning / +15% temporal / +9% nature Changes resistances penetration: +5% arcane Changes damage: +9% nature / +9% blight Physical save: +29 (+7 eff.) Mana when firing critical spell: +2.00 Maximum mana: +60.00 Spell crit. chance: +6% Mindpower: +12 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| Cloak | elven-silk cloak 'Mayuvea' (13 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +13 (+2 eff.) Changes stats: +3 Str / +8 Dex / +6 Wil / +6 Cun / +3 Con Changes resistances: +30% cold Changes resistances penetration: +5% physical Changes damage: +9% arcane Physical save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +60.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lucky Robe (5 def, 4 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes stats: +10 Mag Changes resistances: +20% darkness / +3% temporal / +20% mind / +15% all Changes resistances penetration: +20% darkness / +20% physical Changes damage: +30% darkness / +27% physical Physical save: +48 (+12 eff.) Spell save: +45 (+9 eff.) Mental save: +34 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Maximum hate: +15.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of the Rift (650.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 650.00 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 5; phase 15; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: 5 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 33; resist 35%; move 49%; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 49% faster, and you are invisible (power 33). Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 1028; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1028 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 1088; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1088 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
DazzlevenomInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +12 Wil / +12 Cun / +8 Con Changes resistances: +30% light / +19% darkness Changes resistances penetration: +15% lightning / +5% light / +15% mind Blindness immunity: +87% Life regen: +5.00 Stamina each turn: +1.50 Equilibrium when hit: +0.12 Maximum psi: +30.00 Light radius: +3 Infravision radius: +10 Sight radius: +2 See invisible: +13 Movement speed: +10% Amulets can have magical properties. |
Lisutha the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +2 Wil / +8 Con Changes resistances: +18% acid / +15% physical / +60% light / +60% darkness Changes resistances penetration: +15% acid Changes damage: +6% acid Blindness immunity: +73% Stamina each turn: +1.20 Equilibrium when hit: +0.16 Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 819 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
SaveInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -20% Damage when hit (Melee): 4 darkness Changes stats: +8 Str / +2 Wil / +6 Con Reduces incoming crit damage: 10.00% Physical save: +18 (+4 eff.) Spell save: +24 (+5 eff.) Mental save: +24 (+5 eff.) Blindness immunity: +28% Life regen: +10.00 Infravision radius: +11 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
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 36 power out of 36/36) : Effective talent level: 5.2 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (202). 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. |
VoidmoonInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 23% chance to reduce damage dealt by 34% Damage when hit (Melee): 2 darkness Changes stats: +10 Cun / +8 Str Changes resistances: +12% blight / +15% physical Changes resistances penetration: +5% cold Changes damage: +24% darkness Life regen: +5.00 Stamina each turn: +1.20 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
HarurionPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +9 Str / +10 Mag / +10 Con Changes resistances: +30% acid / +37% temporal / +6% blight / +19% fire / +26% cold / +30% lightning Changes resistances penetration: +10% blight Changes damage: +44% temporal Spell save: +20 (+4 eff.) Rings can have magical properties. |
Mayyrewyn the ShimmerspikerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +32 (+10 eff.) Damage when hit (Melee): 4 blight Changes stats: +6 Cun / +8 Mag Changes resistances: +9% temporal Changes resistances penetration: +25% lightning Changes damage: +9% lightning / +9% temporal / +8% all Stun/Freeze immunity: +50% Life regen: +9.00 Spellpower: +49 (+8 eff.) Mindpower: +33 (+6 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Rings can have magical properties. |
voratun ring 'Glacierlace'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +2 Str / +10 Dex / +6 Mag / +17 Cun Changes damage: +12% lightning / +18% cold Critical mult.: +10.00% Disarm immunity: +49% Pinning immunity: +50% Stun/Freeze immunity: +44% Knockback immunity: +50% Life regen: +9.00 Only die when reaching: -60.00 life Maximum life: +50.00 Spellpower: +15 (+2 eff.) Rings can have magical properties. |
voratun ring 'Loamvenom'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+5 eff.) Defense: +18 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 72% Changes stats: +10 Str / +10 Dex / +19 Cun / +9 Con Changes resistances: +38% light / +3% nature Changes resistances penetration: +29% nature / +5% arcane Changes damage: +19% light / +6% arcane Light radius: +3 Rings can have magical properties. |
Staff of Bones (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+3 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. This item has been sent to the Item's Vault. |
elm bonestaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Nirekath the MurkpallPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +19 (+3 eff.) Fatigue: -10% Effects on melee hit: * 23% chance to reduce damage dealt by 34% Damage when hit (Melee): 6 darkness Changes stats: +11 Mag Changes resistances: +9% darkness Changes resistances penetration: +15% lightning / +5% cold Stealth bonus: +11 Maximum encumbrance: +50 Mana each turn: +0.58 Maximum life: +104.00 Maximum mana: +140.00 Maximum stamina: +53.00 Maximum hate: +15.00 Maximum psi: +40.00 Maximum vim: +38.00 Maximum pos.energy: +40.00 Maximum neg.energy: +39.00 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
Number TwoInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +12 Dex / +2 Wil / +12 Cun / +19 Lck Changes resistances: +23% fire / +3% mind / +11% cold Trap disarming bonus: +43 Stealth bonus: +28 Mental save: +12 (+2 eff.) Life regen: +2.50 Infravision radius: +12 Healing mod.: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
drakeskin leather belt 'Breezeraider'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 72% Changes stats: +21 Mag Changes resistances: +9% lightning / +5% arcane Changes resistances penetration: +29% nature Changes damage: +15% arcane Stealth bonus: +15 Physical save: +15 (+4 eff.) Mana each turn: +1.20 Maximum mana: +104.00 Mindpower: +12 (+2 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Thunderrot'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +14.0% Physical power: +12 (+4 eff.) Defense: +20 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 40 Damage when hit (Melee): 4 lightning Changes stats: +6 Dex / +11 Mag / +11 Wil / +6 Cun Changes resistances: +9% lightning / +15% light / +15% darkness Physical save: +12 (+3 eff.) Spell save: +9 (+2 eff.) Stamina each turn: +1.00 Spell crit. chance: +5% Mental crit. chance: +13% Size category: +1 A belt that goes around your waist. |
Flowerjustice (28 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +28 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 72% Damage when hit (Melee): 2 acid / 2 lightning Changes stats: +4 Wil Changes resistances: +12% lightning / +27% temporal / +28% darkness / +25% fire / +21% nature / +25% light Stealth bonus: +15 Physical save: +13 (+3 eff.) Mental save: +15 (+3 eff.) Defense after a teleport: +22 Resist all after a teleport: +15% New effects duration reduction after a teleport: +29% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Korysin the elven-silk cloak (46 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +15 Defense: +46 (+8 eff.) Changes stats: +6 Mag / +5 Wil Changes resistances: +6% temporal / +9% cold Changes damage: +15% blight Critical mult.: +30.00% Stealth bonus: +14 Physical save: +30 (+7 eff.) Spell save: +15 (+3 eff.) Life regen: +4.73 Maximum mana: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Singewither' (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +4 Str / +4 Con Changes resistances: +5% arcane / +30% cold / +3% nature / +12% light Physical save: +44 (+11 eff.) Mental save: +28 (+6 eff.) Mana when firing critical spell: +2.00 Only die when reaching: -100.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 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. |
Helm of Knowledge (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +10% arcane / +15% light / +15% mind Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 20 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Xanysetta the Hazequencher (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +15 (+5 eff.) Defense: +3 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str / +3 Dex / +10 Mag / +7 Wil / +6 Cun / +8 Con Changes resistances: +21% acid / +3% cold Changes resistances penetration: +10% cold Changes damage: +19% arcane / +14% acid Life regen: +5.90 Mindpower: +6 (+1 eff.) Damage Shield Power: +14% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Emeludhena' (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Physical power: +8 (+2 eff.) Defense: +20 (+4 eff.) Changes stats: +3 Str / +8 Dex / +6 Cun / +4 Con Changes resistances penetration: +15% physical Physical save: +15 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+3 eff.) Stamina each turn: +3.55 Maximum life: +119.00 Maximum stamina: +30.00 Infravision radius: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 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. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 80 power out of 80/80. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 61.56 cold damage and 74.43 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
LayetiraPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 30 fire Changes stats: +8 Mag Changes resistances: +6% blight / +9% fire / +15% darkness Changes resistances penetration: +5% blight / +25% mind / +15% all Changes damage: +6% acid / +12% blight / +15% light / +3% mind Damage affinity(heal): +5% light Spellpower: +17 (+2 eff.) Light radius: +12 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 283.04 light damage. At talent level 3 you gain 53% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Pyrewrack the dwarven lanternCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Effects on melee hit: * 20% chance to slow global speed by 72% Damage when hit (Melee): 2 mind / 2 fire Changes stats: +7 Wil Changes resistances: +6% mind / +3% fire Changes resistances penetration: +15% mind / +11% all Changes damage: +22% mind Blindness immunity: +45% Confusion immunity: +28% Light radius: +18 See stealth: +24 See invisible: +23 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Voidquell the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 50% Damage when hit (Melee): 6 light Changes stats: +6 Con Changes resistances: +13% blight / +12% darkness / +9% acid Changes damage: +3% light Physical save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +45% Confusion immunity: +30% Life regen: +16.00 Light radius: +10 See stealth: +46 See invisible: +42 Healing mod.: +26% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 66 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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's, is strung on a piece of thick twine. In its decomposed state it'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't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it'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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 860.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gileneg the voratun torque of psionic shield [power 117] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes damage: +9% blight Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all damage taken by 117 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 80. * Increase the duration of 3 beneficial effects by 3. * Increase all damage by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Yvetira [power 425] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +12 Changes resistances: +3% nature / +6% darkness Changes resistances penetration: +5% blight Poison immunity: +23% Pinning immunity: +10% It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 977 Base Damage: 489 Armor: 12 All Resist: 42 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 28% for 2 turns. * Gain a 40% chance to evade weapon attacks for 2 turns. * Reduce 3 talent cooldowns by 2. * Increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
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 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. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
6 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. |
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. |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Aventura the Lich Adventurer level 35
41st Dusk 123rd year of Ascendancy at 05:30 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Aventura the Lich Adventurer level 29
10th Mirth 123rd year of Ascendancy at 03:40 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Aventura the Lich Adventurer level 35
32nd Dusk 123rd year of Ascendancy at 16:19 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Aventura the Lich Adventurer level 35
38th Dusk 123rd year of Ascendancy at 15:47 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Aventura the Lich Adventurer level 39
63rd Dusk 123rd year of Ascendancy at 10:03 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Aventura the Lich Adventurer level 48
9th Pyre 124th year of Ascendancy at 20:40 see stats
Bookception! (Nightmare (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Aventura the Lich Adventurer level 43
9th Allure 124th year of Ascendancy at 10:05 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Aventura the Lich Adventurer level 38
56th Dusk 123rd year of Ascendancy at 00:14 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Aventura the Cornac Adventurer level 18
2nd Decay 122nd year of Ascendancy at 09:55 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Aventura the Cornac Adventurer level 15
1st Haze 122nd year of Ascendancy at 22:01 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Aventura the Lich Adventurer level 40
78th Dusk 123rd year of Ascendancy at 05:17 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Aventura the Lich Adventurer level 37
51st Dusk 123rd year of Ascendancy at 17:03 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Aventura the Cornac Adventurer level 22
35th Regrowth 123rd year of Ascendancy at 10:25 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Aventura the Cornac Adventurer level 24
67th Regrowth 123rd year of Ascendancy at 22:30 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Aventura the Cornac Adventurer level 21
12nd Regrowth 123rd year of Ascendancy at 22:47 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aventura the Cornac Adventurer level 27
9th Pyre 123rd year of Ascendancy at 07:22 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Aventura the Lich Adventurer level 49
16th Pyre 124th year of Ascendancy at 13:13 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Aventura the Cornac Adventurer level 10
27th Dusk 122nd year of Ascendancy at 19:18 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Aventura the Cornac Adventurer level 20
7th Allure 123rd year of Ascendancy at 02:06 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Aventura the Lich Adventurer level 30
3rd Flare 123rd year of Ascendancy at 15:26 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Aventura the Lich Adventurer level 40
75th Dusk 123rd year of Ascendancy at 19:38 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Aventura the Lich Adventurer level 50
17th Pyre 124th year of Ascendancy at 12:19 see stats
Lichform (Nightmare (Adventure) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Aventura the Cornac Adventurer level 27
33rd Pyre 123rd year of Ascendancy at 12:23 see stats
Myths of an age past (Nightmare (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Aventura the Lich Adventurer level 29
10th Mirth 123rd year of Ascendancy at 03:40 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Aventura the Cornac Adventurer level 16
47th Haze 122nd year of Ascendancy at 01:07 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Aventura the Lich Adventurer level 36
46th Dusk 123rd year of Ascendancy at 04:01 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Aventura the Lich Adventurer level 28
78th Pyre 123rd year of Ascendancy at 15:23 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Aventura the Cornac Adventurer level 20
12nd Regrowth 123rd year of Ascendancy at 12:03 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Aventura the Lich Adventurer level 37
51st Dusk 123rd year of Ascendancy at 19:14 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Aventura the Lich Adventurer level 29
10th Mirth 123rd year of Ascendancy at 03:40 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Aventura the Cornac Adventurer level 9
22nd Dusk 122nd year of Ascendancy at 14:37 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Aventura the Lich Adventurer level 29
10th Mirth 123rd year of Ascendancy at 03:40 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By Aventura the Cornac Adventurer level 23
49th Regrowth 123rd year of Ascendancy at 14:43 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aventura the Lich Adventurer level 27
60th Pyre 123rd year of Ascendancy at 12:13 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Aventura the Lich Adventurer level 48
14th Pyre 124th year of Ascendancy at 05:31 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Aventura the Cornac Adventurer level 7
2nd Mirth 122nd year of Ascendancy at 15:07 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Aventura the Lich Adventurer level 42
7th Allure 124th year of Ascendancy at 10:27 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Aventura the Cornac Adventurer level 22
35th Regrowth 123rd year of Ascendancy at 10:25 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Aventura the Cornac Adventurer level 18
2nd Decay 122nd year of Ascendancy at 19:34 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Aventura the Lich Adventurer level 34
31st Dusk 123rd year of Ascendancy at 17:34 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Aventura the Lich Adventurer level 31
17th Dusk 123rd year of Ascendancy at 17:52 see stats
Log
Sold: 2 schematic: Solid Shell for 17.00 gold.
Sold: schematic: Steamsaw for 4.00 gold.
Sold: schematic: Thunderclap Coating for 4.00 gold.
Sold: schematic: Unstoppable Force Salve for 6.00 gold.
Sold: schematic: Viral Injector for 10.00 gold.
Sold: schematic: Voltaic Sentry for 8.00 gold.
Sold: blink rune (range 5; phase 19; cd 12) for 1.96 gold.
Quest 'Lost Knowledge' status updated! (Press 'j' to see the quest log)
Limmir points to the entrance to a cave on your map. This is supposed to be the way to the valley.
There is an exit to the worldmap here (press '' or right click to use).
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Aventura deactivates Spellcraft.
Aventura deactivates Hymn of Perseverance.
A shield forms around Aventura.
Aventura deactivates Charged Shield.
Aventura deactivates Phase Pulse.
Aventura deactivates Kinetic Shield.
Aventura deactivates Beyond the Flesh.
Aventura deactivates Molten Iron Blood.
Aventura deactivates Defensive Posture.
Aventura deactivates Quicken Spells.
Aventura deactivates Arcane Shield.
Aventura deactivates Shielding.
Aventura deactivates Blurred Mortality.









































































































































