









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Ashes of Urh'Rok 1.5.0Official 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:
Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Embers of Rage 1.5.0Official 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:
Inferno Race Pack 1.4.0Adds a collection of my races. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Forbidden Cults 1.5.9Official 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 | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 55 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by ghoul at level 24 on the 11st Dusk 122nd year of Ascendancy at 20:28 7 / 1 |
Primary Stats
| Strength | 77 (base 51) |
| Dexterity | 79 (base 62) |
| Constitution | 80 (base 65) |
| Magic | 117 (base 65) |
| Willpower | 90 (base 65) |
| Cunning | 98 (base 62) |
Resources
| Mana | 480/492 |
| Negative | 212/212 |
| Vim | 336/336 |
| Life | 1970/1970 |
| Positive | 192/192 |
| Stamina | 452/457 |
| Soul | 19/19 |
| Healing Factor | 1.6299999999999 |
| Regeneration | 15.566499999999 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +18% |
| Spell | +30% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 10 |
| Infravision | 14 |
| See Stealth | 100.59224805219 |
| See Invisible | 152.19886796693 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 279 |
| Accuracy | 70 |
| Crit Chance | 59% |
| APR | 19 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 89% |
| Speed | 0.76923076923077 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 44% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Arcane | +30% |
| Mind | +6% |
| All | 0% |
| Lightning | +30% |
| Light | +28% |
| Darkness | +12% |
| Cold | +53% |
| Fire | +82% |
| Nature | +20% |
Offense: Damage Penetration
| Darkness | +60% |
| Acid | +10% |
| Fire | +25% |
| Cold | +55% |
Defense: Base
| Armour (hardiness) | 85.137621115748 (100%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0.84455958549223 |
| Physical Save | 90 |
| Spell Save | 121 |
| Mental Save | 96 |
Defense: Resistances
| Acid | + 61%( 85%) |
| Blight | + 52%( 85%) |
| Arcane | + 62%( 85%) |
| Cold | + 72%( 85%) |
| All | + 47%( 85%) |
| Darkness | + 77%( 85%) |
| Light | + 57%( 85%) |
| Lightning | + 66%( 85%) |
| Fire | + 84%( 85%) |
| Nature | + 54%( 85%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Knockback Resistance | 5% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 90% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 662.94 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 437 damage for 3 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1981% for 10 turns and instantly restoring 99 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1720% for 10 turns and instantly restoring 86 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Animus | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Ice | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Shades | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Vile life | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Scoundrel | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Uttercold |
| talent | Keen Senses |
| talent | Lacerating Strikes |
| talent | Chant of Resistance |
| talent | Daunting Presence |
| talent | Frostdusk |
| talent | Vampiric Gift |
| talent | Necrotic Aura |
| talent | Defensive Posture |
| talent | Will o' the Wisp |
| talent | Through The Crowd |
| talent | Elemental Discord |
| detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
Quests
You successfully escorted the injured seer to the recall portal on level 14 of Infinite Dungeon. Escort: injured seer (level 14 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 22 of Infinite Dungeon. Escort: injured seer (level 22 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by assassin. Escort: injured seer (level 29 of Infinite Dungeon) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Infinite Dungeon. Escort: injured seer (level 3 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Lisathra the forest wight. Escort: lone alchemist (level 30 of Infinite Dungeon) | failed |
You failed to protect the lost sun paladin from death by Ak'Gishil. Escort: lost sun paladin (level 13 of Infinite Dungeon) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 27 of Infinite Dungeon. Escort: lost sun paladin (level 27 of Infinite Dungeon)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 32 of Infinite Dungeon. Escort: lost sun paladin (level 32 of Infinite Dungeon)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 42 of Infinite Dungeon. Escort: lost warrior (level 42 of Infinite Dungeon)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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. * The beating heart of a powerful necromancer. * You are now on the path of lichdom. | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 12)You completed the challenge and received: Random Artifact: Emulerin (14-19.6 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16)You completed the challenge and received: Random Artifact: Mayavena (17-22.1 power, 7 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 24)You completed the challenge and received: Random Artifact: Stormfoe (22.5-31.5 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 25)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 28)You completed the challenge and received: Random Artifact: Scorpionnoon (2 def, 2 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 33)You completed the challenge and received: Random Artifact: Flashgore (12-16.8 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 34)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 35)You completed the challenge and received: Random Artifact: Treewild (41-65.6 power, 13 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 36)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 39)You completed the challenge and received: Random Artifact: Rotmaster (20-24 power, 4 apr, fire element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 41)You completed the challenge and received: Random Artifact: Unlightriver | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 44)You completed the challenge and received: Random Artifact: Lightmight (0 def, 6 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 45)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 48)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 49)You completed the challenge and received: Random Artifact: Radiancerage (0 def, 11 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 52)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 54) | failed |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 10)You completed the challenge and received: Random Artifact: Willowwolf (0 def, 0 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 31)You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 19)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 20) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 21) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 4)You completed the challenge and received: +1 Class Point and +3 Stat Points | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 46)You completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Leave the level in less than 189 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (189) (Level 38)Turns left: 5 You completed the challenge and received: Random Artifact: Blazepulverizer (31.5-47.25 power, 2 apr) | done |
Leave the level in less than 27 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (27) (Level 15)Turns left: 12 You completed the challenge and received: Random Artifact: dwarven-steel pickaxe (dig speed 32 turns) | done |
Leave the level in less than 306 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (306) (Level 17)Turns left: 90 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 351 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (351) (Level 40)Turns left: -1 | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Stokehash (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 fire Changes stats: +3 Cun / +4 Dex Changes resistances: +21% darkness / +9% fire Changes resistances penetration: +10% darkness / +25% fire Changes damage: +6% mind / +24% fire It can be used to activate talent Disengage, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 98% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +7% blight / +5% darkness Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Light radius: +5 Infravision radius: +4 See invisible: +7 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 24 cooldown : Effective talent level: 2.0 Power cost: 24 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 34 blight damage or heals 51 life. Creatures standing in the retch also have 11% 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
| Tool | voratun pickaxe 'Duvyrab' (dig speed 17 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +12 Str / +4 Con Changes resistances: +6% lightning / +9% fire / +15% nature Changes damage: +10% nature Mental save: +12 (+3 eff.) Blindness immunity: +5% Poison immunity: +10% Knockback immunity: +5% Light radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Stormblight the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 10% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 20 light Damage when hit (Melee): 4 lightning Changes stats: +5 Mag / +5 Wil / +1 Con Changes resistances: +9% nature / +3% lightning Spell save: +10 (+1 eff.) Maximum stamina: +15.00 Spellpower: +6 (+1 eff.) Rings can have magical properties. |
| On fingers | wizard's stralite ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+3 eff.) Changes stats: +7 Mag Spell save: +14 (+2 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
| Around waist | Nerora the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +5 Dex / +4 Mag / +6 Cun / +8 Lck Changes resistances penetration: +10% acid Critical mult.: +15.00% Trap disarming bonus: +29 Stealth bonus: +15 Spell save: +30 (+4 eff.) Mana each turn: +0.31 Maximum mana: +34.00 Spell crit. chance: +4% Infravision radius: +5 Damage Shield penetration: +20% A belt that goes around your waist. |
| In main hand | Lost Staff of Archmage Tarelion (30-36 power, 4 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 200% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
| On hands | brawler's voratun gauntlets of the starseeker (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +3 Dex / +3 Mag / +7 Cun Changes resistances: +7% light / +10% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+2 eff.) Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 16 cooldown : Effective talent level: 1.3 Power cost: 16 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 102.84 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | troll-hide hardened leather armour of alacrity (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Life regen: +9.30 Maximum life: +53.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +21% A suit of armour made of leather. |
| Cloak | elven-silk cloak 'Samarim' (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +4 Dex / +2 Cun / +5 Con Changes resistances: +3% blight / +24% fire / +12% light Grants telepathy: Dragon Stealth bonus: +14 Physical save: +14 (+2 eff.) Maximum life: +72.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Inventory
medical injector implant (efficiency 140% / cooldown 60%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 60%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
acid wave rune of the warrior (257 acid damage; disarm 5 turns with power 59)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 257.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 59 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 13 for 12 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (452 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 150.80 to 452.40 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your 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 ability. |
vision rune of the psychic (radius 11; dur 12; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 32) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any undead around. 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 ability. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 783 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Emelurinne the ScorpionwardenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Armour: +8 Effects on melee hit: * Slows global speed by 43% Damage when hit (Melee): 20 arcane Changes stats: +7 Str Changes resistances: +12% nature Changes damage: +14% blight / +15% fire / +18% arcane Critical mult.: +19.00% Stamina each turn: +1.00 Spellpower: +15 (+3 eff.) Healing mod.: +15% Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 601.00 physical damage (based on Magic) in a radius of 3, costing 47 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 47 power out of 60/60) : Effective talent level: 2.4 Power cost: 47 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
ShockspawnerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 arcane Changes resistances: +9% lightning / +15% physical / +5% arcane Changes resistances penetration: +25% arcane / +10% lightning Changes damage: +9% arcane / +15% physical Rings can have magical properties. |
mule's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +7 (+1 eff.) Fatigue: -6% Maximum encumbrance: +26 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 141% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+3 eff.) Changes damage: +8% all Spellpower: +17 (+4 eff.) Mindpower: +17 (+5 eff.) Rings can have magical properties. |
savior's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +14% acid / +27% fire / +25% lightning / +30% cold Physical save: +18 (+3 eff.) Spell save: +18 (+2 eff.) Mental save: +17 (+4 eff.) Rings can have magical properties. |
sneakthief's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +8 Cun / +7 Dex Changes resistances: +15% acid / +22% fire / +22% lightning / +21% cold Rings can have magical properties. |
solipsist's gold ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +7 Wil Life regen: +1.40 Maximum life: +76.00 Mindpower: +9 (+3 eff.) Healing mod.: +22% Rings can have magical properties. |
solipsist's stralite ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +8 Cun / +8 Wil Mindpower: +13 (+4 eff.) Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 18% chance to blind Damage (Ranged): 23 light Rings can have magical properties. |
warrior's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +22% acid / +21% fire / +21% lightning / +21% cold Rings can have magical properties. |
Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Armyvor the Deepscutter (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 darkness When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 20 arcane resource burn * 43% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind Changes stats: +13 Con Changes resistances: +5% arcane / +3% nature Changes resistances penetration: +10% darkness Changes damage: +30% darkness / +6% light Talent granted: +1 Command Staff Critical mult.: +20.00% Spell save: +33 (+5 eff.) Life regen: +3.80 Spellpower: +34 (+7 eff.) Spell crit. chance: +5% Healing mod.: +54% Staves designed for wielders of magic, by the greats of the art. |
Glorawen the dragonbone magestaff (30-36 power, 6 apr, cold element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +39 (+9 eff.) Effects on melee hit: * Slows global speed by 15% * 55% chance to blind Changes resistances: +9% light / +5% arcane / +9% darkness Changes damage: +30% cold Talent granted: +1 Command Staff Spell save: +12 (+2 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Light radius: +13 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 111.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 200% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Telos's Staff (Top Half) (35-42 power, 0 apr, fire element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Ulfeblek the dragonbone starstaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 temporal Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Changes stats: +20 Con Changes damage: +30% darkness / +9% mind Talent granted: +1 Command Staff Spell save: +3 (+0 eff.) Life regen: +5.70 Spellpower: +42 (+9 eff.) Spell crit. chance: +5% Healing mod.: +64% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Demonlore' (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 temporal When wielded/worn: Armour penetration: +5 Armour: +12 Defense: +18 (+4 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +6 Con Changes resistances: +6% blight / +6% darkness Maximum wards: +3 darkness Changes resistances penetration: +10% physical Changes damage: +30% darkness / +9% blight Talents granted: +5 Ward +1 Command Staff Life regen: +1.90 Mana each turn: +0.35 Maximum mana: +89.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +5% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
Chartaint (51.5-82.4 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.5 - 82.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +68 insidious poison / +12 fire Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +27 ice When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +21 Armour: +25 Changes resistances: +6% nature Changes resistances penetration: +21% physical / +21% cold Changes damage: +12% fire Physical save: +9 (+1 eff.) Light radius: +2 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 24 power out of 30/30) : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 3.0 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 55 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Blazetyphoon the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +14 Lck / +7 Dex Changes resistances: +24% acid Changes resistances penetration: +5% light Changes damage: +6% acid / +18% light / +6% lightning Stealth bonus: +14 Movement speed: +20% A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to 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. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
brawler's drakeskin leather gloves of archery (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Armour: +3 Changes stats: +5 Str / +11 Dex / +13 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+2 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Radiancerage (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Physical power: +12 (+2 eff.) Armour: +11 Fatigue: +5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 physical Changes stats: +16 Str / +11 Dex / +7 Wil / +4 Con Changes resistances: +16% physical / +3% light / +6% mind Changes resistances penetration: +5% physical / +5% mind / +10% light Grants telepathy: Demon/Minor Demon/Major Physical save: +16 (+3 eff.) Psi when hit: +0.04 Maximum life: +10.00 Maximum hate: +6.00 Mental crit. chance: +2% Healing mod.: +5% A cap made of leather. |
Blastrigor (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex / +8 Mag / +9 Wil / +8 Cun Changes resistances: +26% acid / +20% physical / +45% fire / +20% lightning / +23% cold Changes damage: +9% lightning Spell save: +6 (+1 eff.) Cut immunity: +10% Silence immunity: +15% Stun/Freeze immunity: +15% Only die when reaching: -40.00 life Maximum life: +66.00 Mindpower: +15 (+5 eff.) A suit of armour made of leather. |
Windvein the drakeskin leather armour (28 def, 17 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +28 (+7 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 14 light / 16 nature Changes stats: +5 Str / +20 Dex / +4 Mag / +6 Wil / +10 Cun Changes resistances: +30% blight / +29% darkness Light radius: +5 Movement speed: +20% A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
9 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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 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 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 63 power out of 150/150) : Effective talent level: 4.0 Power cost: 63 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 4, doing 56.80 cold damage and 37.08 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 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. |
burglar's dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +10 Cun Changes resistances: +15% blight / +14% darkness Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Light radius: -6 Infravision radius: +15 See invisible: +15 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 24 cooldown : Effective talent level: 1.0 Power cost: 24 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 7 turns, and deals 29 blight damage or heals 43 life. Creatures standing in the retch also have 5% 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Mayiriavea'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +15 Armour: +12 Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Str / +3 Mag Changes resistances: +9% cold / +10% temporal Changes resistances penetration: +14% all Mana when firing critical spell: +2.00 Maximum vim: +30.00 Light radius: +11 Defense after a teleport: +16 Resist all after a teleport: +18% New effects duration reduction after a teleport: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 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. |
6 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. |
4 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. |
4 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 24 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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. |
rushing dragonbone totem of healing [power 197] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws It can be used to heal a target within range 9 (based on Willpower) for 197, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% 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, costing 24 power out of 7/30. 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. |
2 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
9 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. |
7 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. |
Achievements
Ay ay captain!
Turn into a pirate!By Sieas the Lich Necromancer level 38
54th Dusk 122nd year of Ascendancy at 19:48 see stats
Bringer of Doom
Killed a Bringer of Doom.By Sieas the Lich Necromancer level 26
18th Dusk 122nd year of Ascendancy at 23:40 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Sieas the Lich Necromancer level 44
70th Dusk 122nd year of Ascendancy at 06:27 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Sieas the Lich Necromancer level 47
76th Dusk 122nd year of Ascendancy at 18:22 see stats
Exterminator
Killed 1000 creatures.By Sieas the Higher Necromancer level 22
10th Dusk 122nd year of Ascendancy at 00:10 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Sieas the Higher Necromancer level 15
4th Flare 122nd year of Ascendancy at 19:02 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Sieas the Lich Necromancer level 25
14th Dusk 122nd year of Ascendancy at 20:54 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By Sieas the Lich Necromancer level 32
34th Dusk 122nd year of Ascendancy at 21:41 see stats
Infinite x40
Got to level 40 of the infinite dungeon.By Sieas the Lich Necromancer level 40
58th Dusk 122nd year of Ascendancy at 03:31 see stats
Infinite x50
Got to level 50 of the infinite dungeon.By Sieas the Lich Necromancer level 47
76th Dusk 122nd year of Ascendancy at 10:44 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Sieas the Lich Necromancer level 24
12nd Dusk 122nd year of Ascendancy at 23:07 see stats
Level 10
Got a character to level 10.By Sieas the Higher Necromancer level 10
6th Mirth 122nd year of Ascendancy at 04:02 see stats
Level 20
Got a character to level 20.By Sieas the Higher Necromancer level 20
6th Dusk 122nd year of Ascendancy at 12:25 see stats
Level 30
Got a character to level 30.By Sieas the Lich Necromancer level 30
27th Dusk 122nd year of Ascendancy at 04:12 see stats
Level 40
Got a character to level 40.By Sieas the Lich Necromancer level 40
57th Dusk 122nd year of Ascendancy at 08:11 see stats
Level 50
Got a character to level 50.By Sieas the Lich Necromancer level 50
3rd Haze 122nd year of Ascendancy at 08:10 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Sieas the Higher Necromancer level 24
11st Dusk 122nd year of Ascendancy at 20:28 see stats
Size matters
Did over 600 damage in one attack.By Sieas the Lich Necromancer level 32
35th Dusk 122nd year of Ascendancy at 04:34 see stats
That was close
Killed your target while having only 1 life left.By Sieas the Higher Necromancer level 16
6th Flare 122nd year of Ascendancy at 17:56 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sieas the Lich Necromancer level 33
37th Dusk 122nd year of Ascendancy at 00:01 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sieas the Lich Necromancer level 25
15th Dusk 122nd year of Ascendancy at 16:47 see stats
Log
Sieas activates Chant of Resistance.
Sieas deactivates Daunting Presence.
Sieas activates Daunting Presence.
Sieas deactivates Elemental Discord.
Sieas activates Elemental Discord.
Sieas deactivates Vampiric Gift.
Sieas activates Vampiric Gift.
Sieas deactivates Necrotic Aura.
Sieas activates Necrotic Aura.
Sieas deactivates Defensive Posture.
Sieas activates Defensive Posture.
Sieas deactivates Will o' the Wisp.
Sieas activates Will o' the Wisp.
Sieas deactivates Frostdusk.
Sieas activates Frostdusk.
Sieas brandishes the Burning Star which radiates in all directions!
Sieas deactivates Daunting Presence.
Sieas deactivates Vampiric Gift.
Sieas deactivates Will o' the Wisp.
Sieas deactivates Through The Crowd.
Sieas deactivates Uttercold.
Sieas deactivates Chant of Resistance.
Sieas deactivates Lacerating Strikes.
Sieas deactivates Necrotic Aura.
Sieas deactivates Elemental Discord.
Sieas deactivates Defensive Posture.
Sieas deactivates Keen Senses.
Sieas deactivates Blurred Mortality.
Sieas deactivates Frostdusk.





































































































































































