










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Adventurer |
| Level / Exp | 90 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Briagh, Great Sand Wyrm at level 13 on the 6th Flare 122nd year of Ascendancy at 12:05 3 / 5Killed by orc warrior at level 24 on the 32nd Dusk 122nd year of Ascendancy at 12:28 Killed by Kra'Tor the Gluttonous at level 33 on the 68th Dusk 122nd year of Ascendancy at 09:14 Killed by Vlaur the uruivellas at level 40 on the 24th Haze 122nd year of Ascendancy at 06:07 Killed by Emelobrewen the hummerhorn at level 48 on the 63rd Haze 122nd year of Ascendancy at 19:35 |
Primary Stats
| Strength | 65 (base 29) |
| Dexterity | 60 (base 13) |
| Constitution | 84 (base 62) |
| Magic | 125 (base 99) |
| Willpower | 95 (base 60) |
| Cunning | 86 (base 45) |
Resources
| Mana | 574/574 |
| Negative | 292/292 |
| Life | 3151/3151 |
| Positive | 274/317 |
| Paradox | 400 |
| Soul | 7/10 |
| Healing Factor | 1.4370078740162 |
| Regeneration | 0.35925196850405 |
Speed
| Mental | -12% |
| Attack | -12% |
| Movement | +69.244403591196% |
| Spell | +8.043496062804% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 3 |
| See Stealth | 19 |
| See Invisible | 22 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 52 |
| Crit Chance | 77% |
| APR | 13 |
| Speed | 1.14 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 81 |
| Crit Chance | 49% |
| Speed | 0.92555316741946 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 30% |
| Speed | 1.1363636363636 |
Offense: Damage Bonus
| Darkness | +34% |
| Light | +17% |
| Temporal | +83% |
| Blight | +14% |
| Arcane | +8% |
| Physical | +15% |
| All | +5% |
Offense: Damage Penetration
| Light | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 152.58752637554 (94.117647058824%) |
| Defense | 67 |
| Ranged Defense | 74 |
| Fatigue | 30 |
| Physical Save | 61 |
| Spell Save | 73 |
| Mental Save | 63 |
Defense: Resistances
| Darkness | + 73%( 85%) |
| Physical | + 47%( 85%) |
| Temporal | + 49%( 85%) |
| Mind | + 42%( 85%) |
| Arcane | + 48%( 85%) |
| Cold | + 45%( 85%) |
| All | + 32%( 85%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 46% |
| Bleed Resistance | 100% |
| Confusion Resistance | 42% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. |
| 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 944 damage for 8 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns (40 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cursed / Gloom | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 6/5 |
| Spell / Necrosis | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.50 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Spell / Grave | 1.20 |
| 4/5 |
| 1/5 |
| 4/5 |
| 6/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 7/5 |
| 0/5 |
| Spell / Necrotic minions | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 6/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 7/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Energy | 1.20 |
| 5/5 |
| 6/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Hymn Nocturnalist |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Arcane Shield |
| talent | Necrotic Aura |
| talent | Disintegration |
| talent | Will o' the Wisp |
| talent | Hymn of Shadows |
| talent | Arcane Power |
| talent | Defensive Posture |
| talent | Gloom |
| talent | Shielding |
| talent | Vampiric Gift |
| beneficial effect | Infinite Dungeon Challenge (Level 113): Exterminator Challenge |
| detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
Quests
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. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 113): ExterminatorFoes left: 235 | active |
Wake up and kill the dreaming horror boss 'Xeriwe the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 72) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 105)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 106)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 107)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 108)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 17)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 25)You completed the challenge and received: Random Artifact: Voryyatira (1 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 48)You completed the challenge and received: Random Artifact: Glorolragatha (17-25.5 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 53)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 55) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 61)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 65)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 69)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: Random Artifact: Amizilagogas (3 def, 1 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 70)You completed the challenge and received: Random Artifact: Daystone | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 90)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 99) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 36)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 100)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 23)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 30)You completed the challenge and received: Random Artifact: Furnacesting (13.5-14.85 power, 32 apr, nature damage) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 40)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 51)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 64)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 73)You completed the challenge and received: Random Artifact: Morningrip (12 def, 28 armour, 87 block) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 103) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 14) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 3) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 38) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 45) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 54) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 56)You completed the challenge and received: +1 Class Point and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 6) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 78)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 87) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 88) | failed |
Leave the level in less than 111 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (111) (Level 104)Turns left: 43 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 123 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (123) (Level 49)Turns left: 65 You completed the challenge and received: Random Artifact: Aratira (30-36 power, 6 apr, arcane element) | done |
Leave the level in less than 165 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (165) (Level 66)Turns left: 84 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 210 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (210) (Level 109)Turns left: 65 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 222 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (222) (Level 47)Turns left: -1 | failed |
Leave the level in less than 27 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (27) (Level 26)Turns left: 12 You completed the challenge and received: Random Artifact: Flashrain (0 def, 8 armour) | done |
Leave the level in less than 312 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (312) (Level 91)Turns left: 135 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 369 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (369) (Level 110)Turns left: 168 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 381 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (381) (Level 52)Turns left: 29 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 438 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (438) (Level 57)Turns left: 251 You completed the challenge and received: +1 Category Point | done |
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 | Hanuldir the Dourmaim (0 def, 14 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +3 Dex / +2 Mag / +8 Wil / +2 Cun Changes resistances: +9% darkness Silence immunity: +46% Confusion immunity: +42% Stun/Freeze immunity: +38% Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 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 62% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Velobretta the BleakfiendInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes stats: +2 Dex / +3 Mag / +6 Wil Changes resistances: +6% darkness Critical mult.: +16.00% Mental save: +13 (+3 eff.) Light radius: +10 See stealth: +19 See invisible: +16 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Voruwyn the Coalwend (0 def, 19 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +19 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 darkness / 8 physical Changes stats: +6 Str / +11 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | Falorach the LustrestokerPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Changes stats: +2 Str / +2 Dex / +8 Wil / +8 Cun / +4 Con Changes resistances: +20% temporal Changes resistances penetration: +10% light Changes damage: +20% temporal / +5% all Physical save: +10 (+2 eff.) Stamina each turn: +1.00 Only die when reaching: -60.00 life Spellpower: +16 (+3 eff.) Mindpower: +35 (+8 eff.) Rings can have magical properties. |
| On fingers | DaystonePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Fatigue: -6% Effects on melee hit: * 35% chance to blind Changes stats: +12 Str / +9 Mag / +2 Wil / +9 Cun / +8 Con Changes damage: +9% blight / +3% arcane Spell save: +36 (+8 eff.) Spellpower: +13 (+2 eff.) See invisible: +6 Rings can have magical properties. |
| Around neck | stralite amulet 'Radianceviper'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +17 (+4 eff.) Effects on melee hit: * 15% chance to blind * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Lck / +11 Dex Changes resistances penetration: +10% light Changes damage: +12% light / +3% temporal Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
| In main hand | Glemildawen the dragonbone vilestaff (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +25.0% Physical power: +13 (+3 eff.) Armour: +2 Defense: +28 (+7 eff.) Ranged Defense: +3 (+1 eff.) Damage (Melee): 10 % chance of confusion Changes resistances: +3% physical Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +38.00% Physical save: +6 (+1 eff.) Spell save: +12 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +33 (+6 eff.) Spell crit. chance: +9% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | 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 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 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 33% chance to evade melee and ranged attacks and 32 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. |
| In off hand | Lunar Shield (12 def, 7 armour, 250 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+2 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
| Cloak | 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 (+3 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 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 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 10 power out of 25/25) : Effective talent level: 3.3 Power cost: 10 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 75 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. |
| Main armor | Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 234.60 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Inventory
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. |
Charrain the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +8 Str Changes resistances: +12% fire / +14% physical Changes resistances cap: +6% all Changes resistances penetration: +30% fire / +15% nature / +25% mind Physical save: +27 (+6 eff.) Stamina each turn: +1.20 Amulets can have magical properties. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
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 (+2 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. |
GlintslicerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Physical power: +16 (+4 eff.) Defense: +33 (+8 eff.) Ranged Defense: +13 (+3 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +20 Lck / +5 Wil Changes resistances penetration: +37% light Changes damage: +9% light / +10% physical Mental save: +15 (+3 eff.) Confusion immunity: +25% Mindpower: +15 (+4 eff.) Combat speed: +10% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 400 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+8 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 11 turns, there's a 23% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. If a demon manifests the sheer terror will remove all sleep effects from the victim, but not the Inner Demons. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
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 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 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 16 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. |
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. |
stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 355.66 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +15 (+4 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 18.33 acid and 19.90 blight damage. If not cleared after five turns it will inflict 113.01 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness / +0 % chance of confusion When wielded/worn: Changes damage: +10% darkness Light radius: -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. |
Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light / +0 blinding When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+4 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
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 stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) 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. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Size category: +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Ulforegofang (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +5 Dex / +2 Mag / +6 Con Changes resistances: +6% acid / +60% temporal / +60% darkness Changes damage: +6% arcane Physical save: +14 (+3 eff.) Confusion immunity: +10% Stun/Freeze immunity: +20% Maximum life: +105.00 Defense after a teleport: +60 Resist all after a teleport: +30% New effects duration reduction after a teleport: +58% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Scorched Boots (4 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+2 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 30 power out of 40/40) : Effective talent level: 3.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 29.31 blight damage and is poisoned for 117.25 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 131.20 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Physical power: +0 (+0 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +0 (+0 eff.) Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 160.40 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Cracklepain (12 def, 7 armour, 194.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Armour: +7 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Changes stats: +5 Mag / +7 Con Changes resistances: +28% acid / +20% light / +15% nature Talent granted: +5 Block Spell save: +30 (+7 eff.) Disarm immunity: +20% Handheld deflection devices. |
12 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1124 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
14 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 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. |
15 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. |
10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
11 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. |
21 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. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane 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. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
12 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 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. |
15 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. |
9 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 577.50 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
18 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. |
Lightningquench the dragonbone wand of clairvoyance [power 15] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 38% chance to reduce armor by 45% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 lightning Changes resistances: +6% temporal Changes resistances penetration: +5% acid / +20% temporal Changes damage: +6% lightning Talent granted: +5 Void Blast Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to reveal the area around you, dispelling darkness (radius 15, power 99 based on Magic), and detect the presence of nearby creatures for 3 turns Activation puts all charms on cooldown for 6 turns. When used: * Regenerate 9 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 411.75 temporal and 301.06 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
15 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. |
15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 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. |
13 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. |
10 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. |
13 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 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 The Grim Wolfe the Lich Adventurer level 37
3rd Haze 122nd year of Ascendancy at 16:49 see stats
Best album ever!
Removed 89 beneficial effects from enemies via Disintegration.By The Grim Wolfe the Lich Adventurer level 32
66th Dusk 122nd year of Ascendancy at 23:14 see stats
Bringer of Doom
Killed a Bringer of Doom.By The Grim Wolfe the Lich Adventurer level 63
15th Regrowth 123rd year of Ascendancy at 05:58 see stats
Dragon's Greed
Amassed 8000 gold pieces.By The Grim Wolfe the Lich Adventurer level 45
50th Haze 122nd year of Ascendancy at 22:57 see stats
Exterminator
Killed 1000 creatures.By The Grim Wolfe the Cornac Adventurer level 20
19th Dusk 122nd year of Ascendancy at 16:18 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By The Grim Wolfe the Cornac Adventurer level 13
6th Flare 122nd year of Ascendancy at 15:07 see stats
Infinite x100
Got to level 100 of the infinite dungeon.By The Grim Wolfe the Lich Adventurer level 83
37th Pyre 123rd year of Ascendancy at 19:18 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By The Grim Wolfe the Cornac Adventurer level 22
26th Dusk 122nd year of Ascendancy at 07:47 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By The Grim Wolfe the Lich Adventurer level 30
57th Dusk 122nd year of Ascendancy at 14:37 see stats
Infinite x40
Got to level 40 of the infinite dungeon.By The Grim Wolfe the Lich Adventurer level 39
17th Haze 122nd year of Ascendancy at 00:00 see stats
Infinite x50
Got to level 50 of the infinite dungeon.By The Grim Wolfe the Lich Adventurer level 44
46th Haze 122nd year of Ascendancy at 14:51 see stats
Infinite x60
Got to level 60 of the infinite dungeon.By The Grim Wolfe the Lich Adventurer level 52
74th Haze 122nd year of Ascendancy at 23:12 see stats
Infinite x70
Got to level 70 of the infinite dungeon.By The Grim Wolfe the Lich Adventurer level 60
2nd Regrowth 123rd year of Ascendancy at 21:35 see stats
Infinite x80
Got to level 80 of the infinite dungeon.By The Grim Wolfe the Lich Adventurer level 67
34th Regrowth 123rd year of Ascendancy at 06:51 see stats
Infinite x90
Got to level 90 of the infinite dungeon.By The Grim Wolfe the Lich Adventurer level 76
79th Regrowth 123rd year of Ascendancy at 13:07 see stats
Level 10
Got a character to level 10.By The Grim Wolfe the Cornac Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 03:35 see stats
Level 20
Got a character to level 20.By The Grim Wolfe the Cornac Adventurer level 20
18th Dusk 122nd year of Ascendancy at 11:31 see stats
Level 30
Got a character to level 30.By The Grim Wolfe the Lich Adventurer level 30
57th Dusk 122nd year of Ascendancy at 08:50 see stats
Level 40
Got a character to level 40.By The Grim Wolfe the Lich Adventurer level 40
20th Haze 122nd year of Ascendancy at 20:50 see stats
Level 50
Got a character to level 50.By The Grim Wolfe the Lich Adventurer level 50
68th Haze 122nd year of Ascendancy at 10:31 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By The Grim Wolfe the Cornac Adventurer level 24
32nd Dusk 122nd year of Ascendancy at 12:28 see stats
Size is everything
Did over 1500 damage in one attack.By The Grim Wolfe the Lich Adventurer level 67
36th Regrowth 123rd year of Ascendancy at 05:00 see stats
Size matters
Did over 600 damage in one attack.By The Grim Wolfe the Cornac Adventurer level 24
31st Dusk 122nd year of Ascendancy at 14:46 see stats
That was close
Killed your target while having only 1 life left.By The Grim Wolfe the Lich Adventurer level 40
24th Haze 122nd year of Ascendancy at 06:05 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By The Grim Wolfe the Lich Adventurer level 33
69th Dusk 122nd year of Ascendancy at 00:23 see stats
Treasure Hunter
Amassed 1000 gold pieces.By The Grim Wolfe the Cornac Adventurer level 22
25th Dusk 122nd year of Ascendancy at 19:25 see stats
Log
You gain 1.00 gold from the transmogrification of iron dagger of projection (9-11.7 power, 5 apr).
You gain 8.40 gold from the transmogrification of insidious voratun dagger of evisceration (38.5-50.05 power, 9 apr).
You gain 4.05 gold from the transmogrification of dwarven-steel dagger of ruin (17-22.1 power, 7 apr).
You gain 5.25 gold from the transmogrification of balanced stralite dagger of amnesia (27.5-35.75 power, 9 apr).
You gain 5.45 gold from the transmogrification of balanced dwarven-steel dagger of persecution (14-18.2 power, 7 apr).
You gain 3.61 gold from the transmogrification of arcing steel dagger of torment (12-15.6 power, 6 apr).
You gain 25.00 gold from the transmogrification of Zubumina the Arcfear (20-26 power, 6 apr).
You gain 4.12 gold from the transmogrification of quick iron battleaxe of purging (15-22.5 power, 1 apr).
You gain 8.51 gold from the transmogrification of plaguebringer's steel battleaxe of crippling (23-34.5 power, 2 apr).
You gain 0.75 gold from the transmogrification of voratun ring.
You gain 9.64 gold from the transmogrification of gladiator's voratun ring of pilfering.
You gain 9.92 gold from the transmogrification of protective copper amulet of soulsearing.
You gain 3.25 gold from the transmogrification of invisibility rune (power 13 for 12 turns).
You gain 2.83 gold from the transmogrification of insidious poison infusion (48 nature damage, 49% healing reduction).
Accepted quest 'Infinite Dungeon Challenge (Level 113): Exterminator'! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
The Grim Wolfe deactivates Arcane Shield.
The Grim Wolfe deactivates Necrotic Aura.
The Grim Wolfe deactivates Arcane Power.
The Grim Wolfe deactivates Disintegration.
The Grim Wolfe deactivates Shielding.
The Grim Wolfe deactivates Gloom.
The Grim Wolfe deactivates Hymn of Shadows.
The Grim Wolfe deactivates Will o' the Wisp.
The Grim Wolfe deactivates Blurred Mortality.
The Grim Wolfe deactivates Matter Weaving.
The Grim Wolfe deactivates Defensive Posture.
The Grim Wolfe deactivates Vampiric Gift.
The Grim Wolfe deactivates Hymn Nocturnalist.
The Grim Wolfe deactivates Energy Decomposition.






































































































































