








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Hulk! 1.4.8 Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside): - When activated, start a New Game.
- You will find under game options > gameplay, a new setting that lets you toggle godmode on or off.
- You can change this setting any time at any place in the game.
Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 45 / 50% |
| Size | big |
| Lifes / Deaths | Killed by Velayatta the ogre mauler at level 25 on the 19th Dusk 122nd year of Ascendancy at 23:07 4 / 4Killed by Ol' Felcher at level 26 on the 35th Dusk 122nd year of Ascendancy at 09:39 Killed by Elairn the human at level 32 on the 22nd Haze 122nd year of Ascendancy at 01:46 Killed by giant spider at level 45 on the 76th Pyre 123rd year of Ascendancy at 21:11 |
Primary Stats
| Strength | 77 (base 22) |
| Dexterity | 85 (base 30) |
| Constitution | 115 (base 60) |
| Magic | 115 (base 60) |
| Willpower | 115 (base 60) |
| Cunning | 115 (base 60) |
Resources
| Mana | 966/966 |
| Negative | 182/182 |
| Life | 859/859 |
| Positive | 0/182 |
| Psi | 199/199 |
| Soul | 14/14 |
| Healing Factor | 1.5322580645161 |
| Regeneration | 0.38306451612902 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 8 |
| See Stealth | 156.88022615599 |
| See Invisible | 182.88022615599 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 128 |
| Accuracy | 51 |
| Crit Chance | 36% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 56% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +125% |
| Arcane | +140% |
| All | +100% |
Offense: Damage Penetration
| Blight | +10% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 74 |
| Mental Save | 62 |
Defense: Resistances
| Blight | + 63%( 85%) |
| Arcane | + 95%( 95%) |
| Cold | + 63%( 85%) |
| All | +100%( 85%) |
| Lightning | + 63%( 85%) |
| Darkness | + 63%( 85%) |
| Light | + 63%( 85%) |
| Temporal | + 63%( 85%) |
| Physical | + 63%( 85%) |
| Mind | + 63%( 85%) |
| Fire | + 63%( 85%) |
| Nature | + 63%( 85%) |
Defense: Immunities
| Pinning Resistance | 35% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 38% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 80.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Star fury | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Ice | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.72 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Shades | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.72 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Necrosis | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife'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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by ghoulking. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Gloralrann the skeleton magus. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by orc soldier. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Xogarin the forest wight. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by war hound. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Ol' Felcher. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 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 hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 830. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 vial of greater demon bile. * You've found the needed ice wyrm tooth. * You've found the needed storm wyrm claw. Agrimley the hermit has completed an elixir of explosive force without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Amuthel (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane While equipped: Stats +4 Wil +8 Mag dps ---------- Crit.mult +10.00% Spell.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +2% physical Phys.save +30 (+8 eff.) Spell.save +6 (+2 eff.) Disease- +15% Pinning- +10% ---------- misc Spell.cld 10% Blink to a nearby random location (rad 13) Puts all charms on 16 cooldown A pair of boots made of leather. |
| Light source | Duathelfury the alchemist's lamp1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) S.pwr/crit +8 Phasing +50% Melee Ret 20 darkness ----- def ----- Resists +10% blight +20% darkness Spell.save +12 (+3 eff.) ---------- misc Light +3 Infravis +5 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 19 cooldown Level 2.0 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 96 blight damage or heals 64 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 | Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 10 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Silothra the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Con ----- def ----- Armour +4 Resists +12% fire +9% cold Cut- +15% Silence- +38% Pinning- +25% ---------- misc Mana/turn +0.27 Telepathy Humanoid/Orc Rings can have magical properties. |
| On fingers | Nurand the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +8 Mag +8 Wil +10 Cun dps ---------- Spell.pwr +14 (+3 eff.) Acc +15 (+5 eff.) ----- def ----- Fatigue -10% Resists +12% nature +3% mind Spell.save +3 (+1 eff.) Disease- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +34 Rings can have magical properties. |
| Around waist | rough leather belt 'Falaruigund'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) Spell.pwr +6 (+2 eff.) S.pwr/crit +8 Dmg.mod +3% arcane ----- def ----- Resists +5% arcane Spell.save +6 (+2 eff.) ---------- misc Max.vim +10.00 Size +1 A belt that goes around your waist. |
| In main hand | Kindletreason the dragonbone magestaff (37-44.4 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +12 light On Hit: * 40% chance to blind While equipped: dps ---------- Spell.crit +9% Crit.mult +35.00% Spell.pwr +33 (+7 eff.) Melee+ 32 fire Dmg.mod +37% arcane Res.pen +10% blight On Hit (Melee): * 15% chance to blind ----- def ----- Resists +3% light ---------- misc See.Invis +16 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 10) dealing 256.88 to 308.25 arcane damage Puts all charms on 4 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming drakeskin leather gloves of dispersion (0 def, 3 armour)1.0 T5 hands armor [Ego++] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +10% Spell.pwr +16 (+4 eff.) Melee+ 19 arcane ----- def ----- Armour +3 Resists +10% arcane ---------- misc Mana/turn +0.40 Disperse Magic: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dispeller's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +9% all ----- def ----- Resists +9% lightning +8% darkness +8% blight +8% fire +9% cold +8% light Phys.save +12 (+4 eff.) Spell.save +28 (+7 eff.) Mind.save +13 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +7 Mag +6 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +9 (+3 eff.) ---------- misc Max.mana +63.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glymira0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% blight Melee Ret 8 blight ----- def ----- Resists +15% mind +15% blight ---------- misc Masteries +0.22 Spell/Advanced necrotic minions +0.22 Spell/Grave Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 22%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 22% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of Foundations0.0 potion [Plot Item] Nature Grant you two additional generic talent points. A vial of murky white fluid. |
Rune of the Rift (610.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 1220.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Eredeyon0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag +2 Cun +4 Con dps ---------- Apr +4 ----- def ----- Resists +15% light +14% darkness Blind- +30% ---------- misc Stam/turn +0.60 Infravis +1 Amulets can have magical properties. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Betimina the Crackleidol (27.5-35.75 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane Power 27.5 - 35.8 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 blight +11 temporal On Hit.r1 +12 lightning On Hit: 10% Epidemic 4 On Hit: * 20% chance to daze at end of turn * 12% chance to disease * Random elemental explosion While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +7% acid +10% fire +9% lightning +9% cold Melee Ret 12 mind 8 temporal On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +3% lightning +11% temporal +3% mind Disease- +18% Sharp, short and deadly. |
Moon (30-39 power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 25.0 - 32.5 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Blade of Distorted Time (40-56 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Rethread: Level 2.0 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 186.36 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 35% Wil, 50% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +8% physical +8% cold +8% fire ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Rage: Level 4.0 Pwr.cost 11 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 18 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Betowe (31-37.2 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +13% Spell.pwr +32 (+7 eff.) Dmg.mod +9% blight +31% cold ----- def ----- Phys.save +6 (+2 eff.) Die.at -40.00 life Max.HP +30.00 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+5 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 9 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 232.50 physical (gravity) damage. Each target moved beyond the first increases the damage by 29.06 (up to a maximum of 116.25 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Torogund the Dourspawn (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 darkness On Hit.r1 +16 darkness While equipped: dps ---------- Spell.crit +15% Crit.mult +22.00% Spell.pwr +21 (+5 eff.) S.pwr/crit +7 Melee+ 20 fire Dmg.mod +6% blight +30% fire ----- def ----- Resists +6% fire ---------- misc See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
linen cloak 'Nimbuslace' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Con dps ---------- Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) Fatigue -6% Resists +6% lightning ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unlightblow the cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +12% acid Res.pen +25% acid Melee Ret 8 temporal ----- def ----- Defense +2 (+1 eff.) Resists +20% darkness Spell.save +24 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Emelolle' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Spell.crit +2% Dmg.mod +12% acid Melee Ret 20 blight ----- def ----- Resists +18% acid Spell.save +6 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.16 Max.vim +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emikira the Gloomfurnace (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +20% Dmg.mod +18% darkness Res.pen +25% acid Melee Ret 8 acid On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
blightbringer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +8% acid +7% blight ----- def ----- Armour +3 Fatigue +3% Disease- +37% A pair of boots made of leather. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy Armour Training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Earthquake: Level 4.0 Pwr.cost 19 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 143.98 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
rough leather gloves 'Ivitta' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +11% Crit.mult +6.00% Mind.pwr +4 (+1 eff.) Res.pen +10% acid +10% mind ----- def ----- Armour +1 Resists +9% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Silence- +0% Confus- +80% Pinning- +0% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Unique] Nature/Master While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+8 eff.) Rng.Def +15 (+8 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Bareromigar the quiver of yew arrows (20/45, 53-74.2 power, 18 apr)3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 53.0 - 74.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +18 Crit +16.0% Capacity 45 Rld cld 1 Ranged+ +12 temporal On Hit.r1 +8 temporal On Crit.r2 +4 temporal On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
802 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 47 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Glarevengeance the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +15% fire Res.pen +15% blight +25% fire +25% light On Hit (Melee): * 30% chance to blind * 20% chance to disease ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Squalorrazor2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +5.00% On Hit (Melee): * Slows global speed by 30% ---------- misc Mana/turn +0.12 Mana/s.crit +4.00 Light +4 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (161 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 127 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Ol' Felcher the Lich Necromancer level 41
2nd Pyre 123rd year of Ascendancy at 23:51 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Ol' Felcher the Lich Necromancer level 41
7th Regrowth 123rd year of Ascendancy at 16:20 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Ol' Felcher the Lich Necromancer level 44
75th Pyre 123rd year of Ascendancy at 20:39 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ol' Felcher the Lich Necromancer level 41
32nd Regrowth 123rd year of Ascendancy at 07:35 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Ol' Felcher the Lich Necromancer level 43
66th Pyre 123rd year of Ascendancy at 12:28 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Ol' Felcher the Lich Necromancer level 38
4th Regrowth 123rd year of Ascendancy at 23:19 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Ol' Felcher the Doomelf Necromancer level 29
16th Haze 122nd year of Ascendancy at 21:46 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Ol' Felcher the Doomelf Necromancer level 30
18th Haze 122nd year of Ascendancy at 15:24 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ol' Felcher the Lich Necromancer level 33
38th Haze 122nd year of Ascendancy at 12:24 see stats
Fast Curse Dispel (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Ol' Felcher the Lich Necromancer level 41
32nd Regrowth 123rd year of Ascendancy at 07:35 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Ol' Felcher the Lich Necromancer level 42
64th Pyre 123rd year of Ascendancy at 15:52 see stats
Hell has no fury like a demon scorned! (Madness (Adventure) difficulty)
Escaped the Searing Halls.By Ol' Felcher the Doomelf Necromancer level 5
75th Pyre 122nd year of Ascendancy at 10:41 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ol' Felcher the Doomelf Necromancer level 25
24th Dusk 122nd year of Ascendancy at 20:50 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Ol' Felcher the Doomelf Necromancer level 10
1st Dusk 122nd year of Ascendancy at 06:55 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Ol' Felcher the Doomelf Necromancer level 20
15th Dusk 122nd year of Ascendancy at 15:14 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Ol' Felcher the Doomelf Necromancer level 30
17th Haze 122nd year of Ascendancy at 00:19 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Ol' Felcher the Lich Necromancer level 40
6th Regrowth 123rd year of Ascendancy at 12:07 see stats
Lichform (Madness (Adventure) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Ol' Felcher the Doomelf Necromancer level 32
22nd Haze 122nd year of Ascendancy at 01:46 see stats
Once bitten, twice shy (Madness (Adventure) difficulty)
Escaped the Anteroom of Agony.By Ol' Felcher the Doomelf Necromancer level 24
17th Dusk 122nd year of Ascendancy at 21:16 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Ol' Felcher the Doomelf Necromancer level 3
74th Pyre 122nd year of Ascendancy at 11:10 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Ol' Felcher the Doomelf Necromancer level 3
74th Pyre 122nd year of Ascendancy at 11:05 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Ol' Felcher the Lich Necromancer level 43
66th Pyre 123rd year of Ascendancy at 14:37 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Ol' Felcher the Doomelf Necromancer level 7
77th Pyre 122nd year of Ascendancy at 04:32 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Ol' Felcher the Doomelf Necromancer level 25
24th Dusk 122nd year of Ascendancy at 21:28 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ol' Felcher the Doomelf Necromancer level 28
15th Haze 122nd year of Ascendancy at 18:31 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Ol' Felcher the Doomelf Necromancer level 25
24th Dusk 122nd year of Ascendancy at 03:21 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Ol' Felcher the Lich Necromancer level 33
31st Haze 122nd year of Ascendancy at 13:02 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Ol' Felcher the Doomelf Necromancer level 23
17th Dusk 122nd year of Ascendancy at 07:06 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Ol' Felcher the Doomelf Necromancer level 13
3rd Dusk 122nd year of Ascendancy at 14:48 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ol' Felcher the Lich Necromancer level 41
7th Regrowth 123rd year of Ascendancy at 12:17 see stats
Log
Something hits Ol' Felcher for 37 nature damage.
Ol' Felcher hits Something for 44 blight, 36 darkness (80 total damage).
Ol' Felcher the level 45 lich necromancer was treehugged to death by a giant spider on level 2 of Ardhungol.
You have 4 life(s) left.
Ol' Felcher stops burning.
Ol' Felcher deactivates Will o' the Wisp.
Ol' Felcher is no longer surging arcane power.
Ol' Felcher deactivates Necrotic Aura.
Ol' Felcher deactivates Frostdusk.
Ol' Felcher recovers sight.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Ol' Felcher!
Saving done.
Talent Fear the Night is ready to use.
Ran for 2 turns (stop reason: interesting character).
There is a A way into the caverns of Ardhungol 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.
You are sent back to the material plane!
Saving game...
Today is the 77th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Talent Shadow Blast is ready to use.
Godmode is disabled in wilderness!
Godmode is disabled in wilderness!
Saving done.
Saving game...
Saving done.































































































































