











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 158% |
Size | big |
Lifes / Deaths | Killed by Salille the bloated horror at level 23 on the 25th Regrowth 123rd year of Ascendancy at 23:06 0 / 11Killed by forge-giant at level 31 on the 11st Dusk 123rd year of Ascendancy at 14:13 Killed by luminous horror at level 31 on the 13rd Dusk 123rd year of Ascendancy at 00:01 Killed by luminous horror at level 31 on the 13rd Dusk 123rd year of Ascendancy at 00:06 Killed by overpowered greater multi-hued wyrm at level 41 on the 21st Regrowth 124th year of Ascendancy at 22:15 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 38th Pyre 124th year of Ascendancy at 14:58 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 38th Pyre 124th year of Ascendancy at 19:17 Killed by Ivetta the Flamebringer at level 50 on the 48th Pyre 124th year of Ascendancy at 04:22 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 50th Pyre 124th year of Ascendancy at 08:23 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 4th Flare 124th year of Ascendancy at 02:58 Killed by The One That Hunts at level 50 on the 4th Flare 124th year of Ascendancy at 03:09 |
Primary Stats
Strength | 51 (base 25) |
Dexterity | 28 (base 13) |
Constitution | 39 (base 32) |
Magic | 115 (base 60) |
Willpower | 120 (base 60) |
Cunning | 87 (base 42) |
Resources
Life | -765/1141 |
Mana | 1053/1053 |
Paradox | 300 |
Soul | 18/18 |
Healing Factor | 1.216254336803 |
Regeneration | 5.1690809314127 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 10 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 48 |
Accuracy | 27 |
Crit Chance | 28% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 46 |
Accuracy | 61 |
Crit Chance | 32% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 71 |
Crit Chance | 86% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Blight | +16% |
Arcane | +12% |
Cold | +59% |
All | +6% |
Lightning | +25% |
Physical | +31% |
Mind | +46% |
Darkness | +16% |
Nature | +36% |
Offense: Damage Penetration
Blight | +50% |
Cold | +80% |
All | +25% |
Defense: Base
Armour (hardiness) | 35 (35.65183292883%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 68 |
Mental Save | 56 |
Defense: Resistances
Darkness | + 60%( 70%) |
Lightning | + 58%( 70%) |
Nature | + 70%( 70%) |
Temporal | + 52%( 70%) |
Blight | + 62%( 70%) |
Physical | + 62%( 70%) |
Cold | + 70%( 70%) |
All | + 45%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 34% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 848 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 261 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 667.80 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. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 6 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Willpower stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Master necromancer | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Generic Talents
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Lich | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1432. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+6 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Cun / +9 Wil Changes resistances penetration: +25% blight / +25% cold Changes damage: +12% cold Spellpower: +9 (+2 eff.) Mindpower: +15 (+4 eff.) Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 632 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
On head | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +3 Cun / +4 Wil Changes resistances: +9% lightning / +12% temporal / +4% all Changes damage: +6% arcane Critical mult.: +10.00% Physical save: +10 (+5 eff.) Mana when firing critical spell: +2.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +3% Mindpower: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Invisible. |
On hands | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +3 Damage (Melee): 5 acid / 6 fire / 6 cold / 4 lightning Changes stats: +3 Mag / +2 Wil / +1 Cun Changes resistances: +7% darkness Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Str / +3 Dex / +2 Wil Changes damage: +12% mind It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 22% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. * Heal for 96. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +16 Changes resistances penetration: +20% cold Blindness immunity: +34% Stamina each turn: +2.00 Maximum stamina: +30.00 Maximum vim: +50.00 Infravision radius: +8 Sight radius: +2 See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +30% blight / +30% physical Changes damage: +4% all Damage affinity(heal): +20% physical Talent granted: +1 Command Staff Spell save: +15 (+4 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +16% Mental crit. chance: +2% It can be used to cure up to 6 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Mag / +6 Wil Maximum encumbrance: +34 Pinning immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +89.00 Maximum mana: +60.00 Maximum stamina: +41.00 Maximum hate: +13.00 Maximum psi: +26.00 Maximum vim: +27.00 Maximum pos.energy: +23.00 Maximum neg.energy: +24.00 Spell crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduces paradox anomalies(equivalent to willpower): +14 A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Mindpower: +12 (+3 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Cloak | ![]() Requires: - Level 35 Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Wil / +4 Mag Maximum life: +45.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +2 Dex / +8 Mag / +7 Wil / +8 Cun / +2 Con Changes resistances: +15% lightning / +12% cold / +45% nature / +15% all Changes damage: +19% lightning / +25% physical / +26% cold / +30% nature / +18% mind Critical mult.: +19.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +5.00 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 109.69 physical damage and 227.75 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 391.03 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 28% all resistance, you move 50% faster, and you are invisible (power 39). Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1111% for 10 turns (833 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 170 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances penetration: +5% blight / +15% fire / +15% lightning Changes damage: +6% arcane / +9% fire Talent masteries: +0.28 Spell / Spectre +0.28 Spell / Eradication Spellpower: +15 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes damage: +6% blight / +9% fire Critical mult.: +13.00% Life regen: +2.00 Spellpower: +9 (+2 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Mag Changes damage: +5% light / +7% temporal / +6% darkness / +6% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 30% * 7% chance to blind Changes damage: +12% light / +9% darkness Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Damage when hit (Melee): 6 blight / 2 arcane Changes stats: +7 Dex / +3 Wil / +8 Cun Blindness immunity: +33% Silence immunity: +40% Mana each turn: +0.25 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Spell crit. chance: +4% Infravision radius: +6 See stealth: +22 See invisible: +21 Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 66% Changes stats: +10 Wil Changes resistances: +10% blight / +12% nature / +12% light / +5% arcane Mental save: +32 (+9 eff.) Poison immunity: +15% Disease immunity: +27% Confusion immunity: +39% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +24 (+10 eff.) Armour penetration: +12 Defense: +26 (+6 eff.) Fatigue: -6% Changes resistances: +6% nature / +1% physical Maximum encumbrance: +32 Mental save: +6 (+2 eff.) Stun/Freeze immunity: +10% Knockback immunity: +20% Only die when reaching: -40.00 life Movement speed: +20% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Cun / +4 Mag Changes resistances: +3% all Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +3 Mag Changes resistances: +24% light Changes damage: +12% light Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +2 Mag Changes resistances: +28% darkness Changes damage: +14% darkness Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% light Changes damage: +13% light Physical save: +9 (+4 eff.) Spell save: +9 (+2 eff.) Mental save: +9 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +24% cold Changes damage: +12% cold Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +9 Physical crit. chance: +4.0% Defense: +12 (+3 eff.) Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +15 Physical crit. chance: +4.0% Defense: +12 (+3 eff.) Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +12 Wil / +11 Cun / +5 Con Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +14 Armour: +3 Defense: +31 (+8 eff.) Changes stats: +9 Cun Changes resistances: +12% lightning / +3% acid / +3% all Physical save: +15 (+7 eff.) Life regen: +17.00 Stamina each turn: +2.00 Maximum life: +65.00 Maximum stamina: +10.00 Healing mod.: +16% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +12 Armour: +5 Defense: +11 (+3 eff.) Changes resistances: +5% all It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +5 Changes resistances: +5% all Life regen: +13.00 Maximum life: +61.00 Healing mod.: +15% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+6 eff.) Physical power: +12 (+4 eff.) Defense: +15 (+4 eff.) Changes stats: +6 Dex / +6 Mag / +7 Cun Changes resistances: +5% arcane / +6% temporal Changes resistances penetration: +15% arcane Changes damage: +9% arcane / +6% all Physical save: +3 (+1 eff.) Spellpower: +20 (+5 eff.) Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% nature Changes damage: +12% nature Physical save: +8 (+4 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +14 Physical crit. chance: +5.0% Defense: +14 (+3 eff.) Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +7 Cun / +8 Wil Changes damage: +10% all Life regen: +13.00 Maximum life: +95.00 Spell crit. chance: +5% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Healing mod.: +17% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +14 (+4 eff.) Damage (Melee): 24 light Damage (Ranged): 23 light Changes stats: +8 Str / +8 Mag / +8 Con Changes damage: +15% light / +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all Life regen: +9.00 Maximum life: +58.00 Healing mod.: +15% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+4 eff.) Armour: +5 Changes resistances: +5% all Changes damage: +6% all Spellpower: +12 (+3 eff.) Mindpower: +18 (+5 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Con Changes resistances: +5% all Spell save: +17 (+4 eff.) Maximum stamina: +33.00 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +13% blight / +14% fire / +15% nature / +15% light Stealth bonus: +10 Life regen: +5.00 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +30 (+7 eff.) Fatigue: +5% Changes stats: +10 Con Changes resistances penetration: +25% blight Critical mult.: +20.00% Teleport immunity: +20% Mana when firing critical spell: +2.00 Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +14% darkness Changes resistances penetration: +25% cold Changes damage: +9% cold Damage affinity(heal): +15% darkness Spell save: +18 (+4 eff.) Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 120 power out of 120/120. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% cold / +7% temporal Mental save: +8 (+2 eff.) Light radius: +4 See stealth: +8 See invisible: +10 Defense after a teleport: +13 Resist all after a teleport: +10% New effects duration reduction after a teleport: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 897.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 9/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +8 Wil Vim when firing critical spell: +2.00 Maximum mana: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 358 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +4 Cun / +2 Con See invisible: +12 It can be used to project a gust of wind in a cone knocking enemies back 11 spaces and dealing 439 physical damage Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 16% for 2 turns. * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Wil Mental save: +18 (+5 eff.) Psi when hit: +0.12 Maximum hate: +6.00 Mental crit. chance: +2% It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +5 Str / +4 Dex / +3 Mag / +6 Wil Changes resistances penetration: +20% acid Changes damage: +12% acid Disease immunity: +20% Healing mod.: +10% It can be used to blast the opponent's mind dealing 540 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Damage when hit (Melee): 4 mind / 2 fire Changes resistances: +3% mind Changes resistances penetration: +10% mind Changes damage: +18% fire It can be used to heal yourself and all friendly characters within 10 spaces for 518 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase all damage by 21% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness / 8 fire Changes resistances: +6% light / +18% darkness Changes resistances penetration: +25% darkness / +5% light It can be used to fire a magical bolt dealing 429 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 710 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
By Fleshharrower the Lich Necromancer level 36
39th Dusk 123rd year of Ascendancy at 21:51 see stats
By Fleshharrower the Lich Necromancer level 34
31st Dusk 123rd year of Ascendancy at 22:15 see stats
By Fleshharrower the Lich Necromancer level 34
29th Dusk 123rd year of Ascendancy at 03:36 see stats
By Fleshharrower the Ogre Necromancer level 29
62nd Pyre 123rd year of Ascendancy at 22:44 see stats
By Fleshharrower the Lich Necromancer level 38
17th Haze 123rd year of Ascendancy at 14:28 see stats
By Fleshharrower the Lich Necromancer level 41
21st Regrowth 124th year of Ascendancy at 21:31 see stats
By Fleshharrower the Lich Necromancer level 48
15th Pyre 124th year of Ascendancy at 23:11 see stats
By Fleshharrower the Lich Necromancer level 37
14th Haze 123rd year of Ascendancy at 20:52 see stats
By Fleshharrower the Ogre Necromancer level 18
52nd Haze 122nd year of Ascendancy at 07:40 see stats
By Fleshharrower the Lich Necromancer level 39
47th Haze 123rd year of Ascendancy at 04:29 see stats
By Fleshharrower the Ogre Necromancer level 12
2nd Dusk 122nd year of Ascendancy at 23:26 see stats
By Fleshharrower the Lich Necromancer level 35
38th Dusk 123rd year of Ascendancy at 06:00 see stats
By Fleshharrower the Lich Necromancer level 42
33rd Regrowth 124th year of Ascendancy at 21:05 see stats
By Fleshharrower the Ogre Necromancer level 24
41st Regrowth 123rd year of Ascendancy at 06:38 see stats
By Fleshharrower the Ogre Necromancer level 19
77th Haze 122nd year of Ascendancy at 00:41 see stats
By Fleshharrower the Ogre Necromancer level 29
72nd Pyre 123rd year of Ascendancy at 03:07 see stats
By Fleshharrower the Lich Necromancer level 33
26th Dusk 123rd year of Ascendancy at 07:34 see stats
By Fleshharrower the Ogre Necromancer level 21
80th Haze 122nd year of Ascendancy at 10:57 see stats
By Fleshharrower the Lich Necromancer level 41
31st Regrowth 124th year of Ascendancy at 13:39 see stats
By Fleshharrower the Lich Necromancer level 32
20th Dusk 123rd year of Ascendancy at 11:20 see stats
By Fleshharrower the Ogre Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 11:51 see stats
By Fleshharrower the Ogre Necromancer level 20
77th Haze 122nd year of Ascendancy at 09:00 see stats
By Fleshharrower the Ogre Necromancer level 30
10th Dusk 123rd year of Ascendancy at 06:10 see stats
By Fleshharrower the Lich Necromancer level 40
59th Haze 123rd year of Ascendancy at 21:21 see stats
By Fleshharrower the Lich Necromancer level 50
24th Pyre 124th year of Ascendancy at 16:51 see stats
By Fleshharrower the Lich Necromancer level 31
11st Dusk 123rd year of Ascendancy at 14:13 see stats
By Fleshharrower the Lich Necromancer level 45
46th Regrowth 124th year of Ascendancy at 05:10 see stats
By Fleshharrower the Lich Necromancer level 37
48th Dusk 123rd year of Ascendancy at 09:21 see stats
By Fleshharrower the Ogre Necromancer level 27
47th Regrowth 123rd year of Ascendancy at 21:24 see stats
By Fleshharrower the Lich Necromancer level 50
25th Pyre 124th year of Ascendancy at 19:40 see stats
By Fleshharrower the Ogre Necromancer level 24
41st Regrowth 123rd year of Ascendancy at 08:21 see stats
By Fleshharrower the Lich Necromancer level 37
10th Haze 123rd year of Ascendancy at 05:01 see stats
By Fleshharrower the Ogre Necromancer level 21
80th Haze 122nd year of Ascendancy at 14:22 see stats
By Fleshharrower the Ogre Necromancer level 1
74th Pyre 122nd year of Ascendancy at 19:18 see stats
By Fleshharrower the Ogre Necromancer level 8
9th Mirth 122nd year of Ascendancy at 15:11 see stats
By Fleshharrower the Lich Necromancer level 49
24th Pyre 124th year of Ascendancy at 06:10 see stats
By Fleshharrower the Ogre Necromancer level 11
3rd Flare 122nd year of Ascendancy at 23:26 see stats
By Fleshharrower the Lich Necromancer level 46
63rd Regrowth 124th year of Ascendancy at 03:19 see stats
By Fleshharrower the Ogre Necromancer level 17
40th Haze 122nd year of Ascendancy at 01:31 see stats
By Fleshharrower the Lich Necromancer level 35
36th Dusk 123rd year of Ascendancy at 14:39 see stats
By Fleshharrower the Ogre Necromancer level 24
41st Regrowth 123rd year of Ascendancy at 09:55 see stats
By Fleshharrower the Lich Necromancer level 50
4th Flare 124th year of Ascendancy at 02:58 see stats
By Fleshharrower the Lich Necromancer level 33
27th Dusk 123rd year of Ascendancy at 13:18 see stats
By Fleshharrower the Lich Necromancer level 41
32nd Regrowth 124th year of Ascendancy at 10:14 see stats
Log
Fleshharrower hits The One That Hunts for 0 cold, 0 darkness (0 total damage).
Fleshharrower hits Vor, Grand Geomancer of the Pride for 233 cold, (99 ignored), 0 darkness (233 total damage).
Fleshharrower casts Rune: Blink.
Fleshharrower is out of phase.
Vor, Grand Geomancer of the Pride casts Mirror Image.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Orc assassin for 90 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Fleshharrower for 45 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits The One That Hunts for 0 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits The One That Hunts for 0 fire damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Fleshharrower for 60 cold damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 cold damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits The One That Hunts for 0 cold damage.
Thunderstorm hits Fleshharrower for 3 lightning damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Fleshharrower for 341 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Mirror Image (Vor, Grand Geomancer of the Pride) for 1 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits The One That Hunts for 0 fire damage.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 10 fire damage.
Mountain troll rushes out!
Mountain troll misses Fleshharrower.
Fleshharrower stops burning.
The One That Hunts casts Crumble.
Wall turns into floor.
Burnt tree turns into burnt ground.
Wall turns into floor.
Wall turns into floor.
Wall turns into floor.
Wall turns into floor.
The One That Hunts hits Fleshharrower for 93 darkness damage.
Fleshharrower the level 50 lich necromancer was darkened to death by a The One That Hunts on level 3 of Vor Pride.