








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Dungeon Spawn 1.7.4Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. And lasty placing all extra cities on map. Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Ashes of Urh'Rok 1.7.4Official 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:
Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 39 / 3% |
Size | big |
Lifes / Deaths | Killed by Belurilaith the gigantic sandworm tunneler at level 21 on the 9th Allure 123rd year of Ascendancy at 00:23 1 / 6Killed by Ivydheda the mean looking elven guard at level 24 on the 54th Regrowth 123rd year of Ascendancy at 04:12 Killed by Layothra the vampire at level 28 on the 53rd Pyre 124th year of Ascendancy at 22:39 Killed by Sleeping Ce'Nugamira at level 31 on the 64th Dusk 124th year of Ascendancy at 09:06 Killed by armoured skeleton warrior at level 37 on the 47th Regrowth 125th year of Ascendancy at 12:40 Killed by Emeleta the awoken tentacle tree at level 37 on the 38th Dusk 125th year of Ascendancy at 02:57 |
Primary Stats
Strength | 3 (base 10) |
Dexterity | 46 (base 35) |
Constitution | 63 (base 60) |
Magic | 161 (base 60) |
Willpower | 39 (base 16) |
Cunning | 24 (base 11) |
Resources
Life | 445/445 |
Mana | 481/481 |
Soul | 12/13 |
Healing Factor | 1.444619213451 |
Regeneration | 10.47348929752 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 23.599459836163 |
See Invisible | 23.599459836163 |
Offense: Mainhand
Damage | 76 |
Accuracy | 43 |
Crit Chance | 12% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 95 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +40% |
Blight | +30% |
Arcane | +5% |
Cold | +97% |
All | 0% |
Darkness | +32% |
Light | +10% |
Lightning | +6% |
Fire | +19% |
Nature | +15% |
Offense: Damage Penetration
Cold | +18% |
Fire | +20% |
Light | +25% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 7 |
Physical Save | 36 |
Spell Save | 54 |
Mental Save | 36 |
Defense: Resistances
Darkness | + 18%( 70%) |
Nature | + 60%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 70%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Knockback Resistance | 0% |
Silence Resistance | 33% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (4/4)
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 905 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse 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 1359% for 10 turns (322 total) and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Glacial waste | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of flesh | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Necrosis | 1.40 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Hiemal Shield |
talent | Reaping |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have to destroy the controlling crystal before leaving or the demons will be able to track you down. | active |
You delivered messages to several Free Traders and now are considered a member of the Free Trading Organization. Delivery Services(1) delivered. (2) delivered. (3) delivered. (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Our people travel the wilderness from time to time, where you might meet some of them. Recently, some Free Traders also moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | 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 successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 335. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed green worm. * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within2 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 |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | 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 | ![]() Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+0 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Wil / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Spectral Cage 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 1010 cold damage (based on your Magic) Activation costs 17 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 | ![]() shielding linen wizard hat of frost (+16%) (1 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Mag Changes resistances: +16%(-) cold Changes damage: +11%(-) cold Spell save: +5 (+2 eff.) (-) A pointy cloth hat, very wizardly... This object's appearance was changed to Invisible. |
Tool | ![]() Sunspire [power 610] (17 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +30 (+13 eff.) (-) Changes resistances penetration: +25%(-) light Infravision radius: +3 (-) It can be used to blast the opponent's mind dealing 610 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() conjurer's stralite ring of arcana (+0.17/turn) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5(-) Mag / +7(-) Wil Silence immunity: +33% (-) Mana each turn: +0.17 (-) Spellpower: +7 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 22 light Damage (Ranged): 18 light Changes stats: +2 Str / +6 Dex / +15(+10) Mag / +2(-5) Wil / +4 Cun / +1 Con Changes resistances: +30% nature Changes damage: +10% light / +15% nature Silence immunity: +0% (-33%) Mana each turn: +0.00 (-0.17) Spellpower: +10 (+2 eff.) (+3 (+0 eff.)) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
Around waist | ![]() Blindwither of the Blightspawn Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+9 eff.) (-) Effects on melee hit: * 10% chance to reduce damage dealt by 17% * 20% chance to reduce armor by 49% Damage (Melee): 0(-20) item acid corrode / 0(-10) item darkness numbing Changes stats: -14(-) Str / +4(-) Dex / +19(-) Mag / +2(-) Wil / +4(-) Cun Changes resistances: +6%(-) darkness Changes damage: +9%(-) acid / +12%(-) darkness Physical save: +30 (+15 eff.) (-) Spell save: +27 (+9 eff.) (-) Mental save: +16 (+8 eff.) (-) Mindpower: +7 (+3 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
In main hand | ![]() Staff of Bones (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +20%(-) acid / +20%(-) cold / +20%(-) darkness / +20%(-) blight Talent masteries: +0.10(-) Corruption / Bone +0.10(-) Spell / Nightfall +0.10(-) Spell / Master of flesh +0.10(-) Spell / Necrosis +0.10(-) Spell / Master necromancer +0.10(-) Spell / Master of bones Talents granted: +1.00(-) Command Staff Spellpower: +35 (+7 eff.) (-) Spell crit. chance: +10% (-) It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. This object's appearance was changed to Staff of Bones. |
On hands | ![]() hardened leather gloves of spellstriking (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Damage (Melee): 9(-) arcane Changes stats: +5(-) Mag / +5(-) Wil Changes resistances: +6%(-) arcane Changes damage: +5%(-) arcane Spellpower: +10 (+2 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Crystle's Astral Bindings. |
Main armor | ![]() Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +7%(-) all / +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.30(-) Spell / Glacial waste +0.30(-) Spell / Rime wraith +0.30(-) Spell / Water +0.30(-) Spell / Frost alchemy +0.30(-) Spell / Grave +0.30(-) Spell / Ice Spellpower: +5 (+1 eff.) (-) Movement speed: +15% (-) Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() Hellsgrinder the cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +3(-) Str / +7(-) Mag / +2(-) Con Changes resistances: +14%(-) nature / +13%(-) blight Changes resistances penetration: +20%(-) fire Changes damage: +6%(-) acid Life regen: +7.00 (-) Healing mod.: +10% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() archmage's voratun amulet of soulsearing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6(-) Mag Changes damage: +6%(-) lightning / +10%(-) blight / +19%(-) fire / +6%(-) cold / +5%(-) acid Critical mult.: +14.00% (-) Spellpower: +14 (+3 eff.) (-) Spell crit. chance: +5% (-) Amulets make your neck look great! |
Inventory
![]() blink rune of the wizard (range 10; phase 31; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 4(-1) Cooldown: 16(-5) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4(-1) 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 13%(-2%), your defense is increased by 13(-2) and all your resistances by 13%.(-2%) 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. Tap to cycle through comparison choices |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 temporal, 3 darkness, 5 cold, 4 physical, 5 light 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 596.68 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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 877.04 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects 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: 17 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 182 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 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: 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 533 damage for 3 turns. 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: 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 590 damage for 6 turns. 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. |
![]() Frozenburst the copper amulet Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +0(-6) Mag Changes resistances: +10% blight / +12% nature / +3% light / +3% acid Changes damage: +0%(-6%) lightning / +0%(-10%) blight / +9%(+3%) cold / +0%(-5%) acid / +0%(-19%) fire Critical mult.: +0.00% (-14.00%) Physical save: +6 (+3 eff.) Poison immunity: +20% Disease immunity: +22% Cut immunity: +10% Spellpower: +0 (+0 eff.) (-14 (-3 eff.)) Spell crit. chance: +0% (-5%) Amulets make your neck look great! |
![]() Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-6) Mag Changes damage: +0%(-6%) lightning / +0%(-10%) blight / +0%(-19%) fire / +0%(-6%) cold / +0%(-5%) acid Critical mult.: +0.00% (-14.00%) Spellpower: +0 (+0 eff.) (-14 (-3 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() copper amulet 'Arukira' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex / +0(-6) Mag / +2 Cun Changes resistances: +6% acid / +3% physical Changes damage: +0%(-6%) lightning / +0%(-10%) blight / +0%(-19%) fire / +0%(-6%) cold / +0%(-5%) acid Critical mult.: +0.00% (-14.00%) Silence immunity: +10% Maximum life: +60.00 Spellpower: +0 (+0 eff.) (-14 (-3 eff.)) Spell crit. chance: +0% (-5%) Healing mod.: +10% Amulets make your neck look great! |
![]() thaumetic copper amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-4) Mag / +1 Wil Changes resistances: +6% arcane Changes damage: +0%(-6%) lightning / +0%(-10%) blight / +0%(-19%) fire / +0%(-6%) cold / +0%(-5%) acid Critical mult.: +0.00% (-14.00%) Spellpower: +0 (+0 eff.) (-14 (-3 eff.)) Spell crit. chance: +0% (-5%) Amulets make your neck look great! |
[vs. archmage's voratun amulet of soulsearing (Around neck)] Ardent WatcherArdent Watcher Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1(-5) Mag / +6 Wil Changes resistances: +11% lightning / +5% arcane / +10% light / +12% darkness Changes damage: +0%(-6%) lightning / +0%(-10%) blight / +0%(-19%) fire / +0%(-6%) cold / +0%(-5%) acid Damage against: +17% Demon Change telepathy range by : +13 Grants telepathy: Demon Critical mult.: +0.00% (-14.00%) Blindness immunity: +24% Stun/Freeze immunity: +20% Spellpower: +0 (+0 eff.) (-14 (-3 eff.)) Spell crit. chance: +0% (-5%) Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
![]() Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-6) Mag / +5 Wil Changes damage: +0%(-6%) lightning / +0%(-10%) blight / +0%(-19%) fire / +0%(-6%) cold / +0%(-5%) acid Damage affinity(heal): +15% nature Critical mult.: +0.00% (-14.00%) Life regen: +2.00 Spellpower: +0 (+0 eff.) (-14 (-3 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 35/35) : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() copper ring of darkness (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-5) Mag / +0(-7) Wil Changes resistances: +20% darkness Changes damage: +10% darkness Silence immunity: +0% (-33%) Mana each turn: +0.00 (-0.17) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Islina Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +0(-5) Mag / +0(-7) Wil Changes resistances penetration: +10% acid / +5% temporal Maximum encumbrance: +22 Mental save: +6 (+3 eff.) Silence immunity: +0% (-33%) Confusion immunity: +24% Stun/Freeze immunity: +24% Life regen: +2.00 Mana each turn: +0.00 (-0.17) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() savior's steel ring of aether (+11%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-5) Mag / +0(-7) Wil Changes resistances: +11% arcane Changes damage: +11% arcane Physical save: +6 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+4 eff.) Silence immunity: +0% (-33%) Mana each turn: +0.00 (-0.17) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() gold ring 'Isletta' 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 7 draining blight Damage (Ranged): 8 molten rock Changes stats: +3 Str / +4(-1) Mag / +4(-3) Wil Changes resistances: +6% light Reduces incoming crit damage: 10.00% Physical save: +9 (+4 eff.) Silence immunity: +0% (-33%) Mana each turn: +0.00 (-0.17) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Light radius: +1 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +0(-5) Mag / +0(-7) Wil Mental save: -7 (-3 eff.) Silence immunity: +0% (-33%) Mana each turn: +0.00 (-0.17) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
![]() Voidbutcher of the Blightspawn Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 49% * 10 arcane resource burn * 15% chance to reduce all saves and defense by 21 * 20% chance to slow global speed by 47% Damage (Melee): 9 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 21 Damage (Ranged): 20 physical Effects when hit in melee: * 40% chance to reduce strength, dexterity, and constitution by 38 * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 13 acid / 13 darkness Changes stats: +0(-5) Mag / +0(-7) Wil / +14 Cun / +6 Con Changes resistances: +6% acid / +3% light Changes damage: +12% lightning Physical save: +12 (+5 eff.) Silence immunity: +0% (-33%) Mana each turn: +0.00 (-0.17) Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! Tap to cycle through comparison choices |
![]() dragonbone starstaff 'Lisemira' (30-36 power, 6 apr, cold 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(+10.0 - +12.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 (+2) Crit. chance: +5.0% Attack speed: 100% (-) When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +6.0% Physical power: +11 (+9 eff.) Damage (Melee): 21 fire Changes stats: +1 Mag Changes resistances: +5% arcane Changes damage: +0%(-20%) acid / +0%(-20%) darkness / +0%(-20%) blight / +30%(+10%) cold / +9% arcane Talent masteries: +0.00(-0.10) Corruption / Bone +0.00(-0.10) Spell / Nightfall +0.00(-0.10) Spell / Master of flesh +0.00(-0.10) Spell / Necrosis +0.00(-0.10) Spell / Master necromancer +0.00(-0.10) Spell / Master of bones Talents granted: +1.00(-) Command Staff Critical mult.: +24.00% Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +97.00 Spellpower: +29 (+6 eff.) (-6 (-1 eff.)) Spell crit. chance: +9% (-1%) See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
![]() cinder hardened leather gloves of spellstriking (0 def, 2 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Damage (Melee): 10(1) arcane / 7 fire Changes stats: +4(-1) Mag / +3(-2) Wil Changes resistances: +3%(-3%) arcane / +6% fire Changes damage: +6%(+1%) arcane / +5% fire Spellpower: +9 (+2 eff.) (-1 (+0 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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. |
![]() Powered 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered 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 26 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. |
![]() 0.00 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. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light / +0%(-20%) cold Changes resistances penetration: +0%(-10%) cold Changes damage: +10% light / +0%(-15%) cold Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Light radius: +5 (-) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Spectral Cage (Light source)] Brand of the PyrophageBrand of the Pyrophage Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage when hit (Melee): 7 fire burn Changes resistances: +7% fire burn / +0%(-20%) cold / +6% fire Changes resistances penetration: +0%(-10%) cold / +6% fire Changes damage: +12% blight / +0%(-15%) cold / +6% arcane Talent granted: +1 Combust Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +1% Light radius: +3 (-2) Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 80 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 80.5% and life regen by 24.15 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow. |
![]() Void Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes resistances: +0%(-20%) cold Changes resistances penetration: +0%(-10%) cold Changes damage: +6% acid / +6%(-9%) cold / +6% fire / +6% arcane / +6% lightning Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +5% Light radius: +2 (-3) It can be used to activate talent Echoes From The Void (costing 60 power out of 70/70) : Effective talent level: 2.0 Power cost: 60 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 28.38 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() Relgonarirath the Blizzardwell Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 18 temporal Changes resistances: +7% temporal / +6%(-14%) cold Changes resistances penetration: +0%(-10%) cold Changes damage: +9% blight / +21%(+6%) cold Mental save: +15 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 Spellpower: +15 (+3 eff.) (+5 (+1 eff.)) Light radius: +5 (-) See stealth: +16 See invisible: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +0%(-20%) cold Changes resistances penetration: +0%(-10%) cold Changes damage: +0%(-15%) cold Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Light radius: +3 (-2) It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 214.41 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 214.41 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-13 eff.)) Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes resistances penetration: +0%(-25%) light Changes damage: +5% blight Infravision radius: +0 (-3) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Sunspire [power 610] (17 cooldown) (Tool)] Sigil of the EnclaveSigil of the Enclave Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-13 eff.)) Changes stats: +3 Cun / +5 Str Changes resistances penetration: +0%(-25%) light Talent masteries: +0.15 Corruption / Hexes +0.15 Spell / Master of flesh +0.20 Chronomancy / Spacetime Folding +0.20 Spell / Meta Talents granted: +1 Ravager +1 Bastion +1 Operative Infravision radius: +0 (-3) Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
[vs. Sunspire [power 610] (17 cooldown) (Tool)] Marble of DisruptionMarble of Disruption Infused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-13 eff.)) Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +0%(-25%) light Confusion immunity: +25% Infravision radius: +0 (-3) Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 30 power out of 35/35) : Effective talent level: 1.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 211% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 172 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Phil The Necromancer the Shalore Necromancer level 26
78th Pyre 123rd year of Ascendancy at 10:49 see stats
By Phil The Necromancer the Shalore Necromancer level 28
53rd Dusk 124th year of Ascendancy at 04:12 see stats
By Phil The Necromancer the Shalore Necromancer level 21
9th Allure 123rd year of Ascendancy at 05:25 see stats
By Phil The Necromancer the Shalore Necromancer level 17
56th Dusk 122nd year of Ascendancy at 21:15 see stats
By Phil The Necromancer the Shalore Necromancer level 38
7th Haze 125th year of Ascendancy at 11:38 see stats
By Phil The Necromancer the Shalore Necromancer level 18
73rd Dusk 122nd year of Ascendancy at 17:48 see stats
By Phil The Necromancer the Shalore Necromancer level 39
9th Haze 125th year of Ascendancy at 03:26 see stats
By Phil The Necromancer the Shalore Necromancer level 33
77th Dusk 124th year of Ascendancy at 01:44 see stats
By Phil The Necromancer the Shalore Necromancer level 24
19th Pyre 123rd year of Ascendancy at 07:56 see stats
By Phil The Necromancer the Shalore Necromancer level 26
78th Pyre 123rd year of Ascendancy at 13:53 see stats
By Phil The Necromancer the Shalore Necromancer level 32
69th Dusk 124th year of Ascendancy at 08:42 see stats
By Phil The Necromancer the Shalore Necromancer level 10
10th Flare 122nd year of Ascendancy at 22:19 see stats
By Phil The Necromancer the Shalore Necromancer level 20
2nd Decay 122nd year of Ascendancy at 02:56 see stats
By Phil The Necromancer the Shalore Necromancer level 30
57th Dusk 124th year of Ascendancy at 16:55 see stats
By Phil The Necromancer the Shalore Necromancer level 19
31st Haze 122nd year of Ascendancy at 14:57 see stats
By Phil The Necromancer the Shalore Necromancer level 34
51st Haze 124th year of Ascendancy at 03:30 see stats
By Phil The Necromancer the Shalore Necromancer level 19
24th Haze 122nd year of Ascendancy at 01:18 see stats
By Phil The Necromancer the Shalore Necromancer level 15
29th Dusk 122nd year of Ascendancy at 10:01 see stats
By Phil The Necromancer the Shalore Necromancer level 28
52nd Dusk 124th year of Ascendancy at 04:55 see stats
By Phil The Necromancer the Shalore Necromancer level 19
1st Decay 122nd year of Ascendancy at 23:22 see stats
By Phil The Necromancer the Shalore Necromancer level 3
76th Pyre 122nd year of Ascendancy at 03:04 see stats
By Phil The Necromancer the Shalore Necromancer level 10
10th Flare 122nd year of Ascendancy at 22:26 see stats
By Phil The Necromancer the Shalore Necromancer level 26
78th Pyre 123rd year of Ascendancy at 10:49 see stats
By Phil The Necromancer the Shalore Necromancer level 18
6th Haze 122nd year of Ascendancy at 06:56 see stats
By Phil The Necromancer the Shalore Necromancer level 24
74th Pyre 123rd year of Ascendancy at 18:46 see stats
By Phil The Necromancer the Shalore Necromancer level 26
6th Pyre 124th year of Ascendancy at 03:56 see stats
By Phil The Necromancer the Shalore Necromancer level 24
18th Pyre 123rd year of Ascendancy at 13:56 see stats
By Phil The Necromancer the Shalore Necromancer level 18
13rd Haze 122nd year of Ascendancy at 23:08 see stats
Log
There is a next level here (press '' or right click to use).
You feel very confident walking into this place.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 24th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 14:31.
There is a previous level here (press '' or right click to use).
Ran for 44 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 44 turns (stop reason: at exit).
There is a previous level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 40 turns (stop reason: at exit).
There is a previous level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
Saving game...
Saving done.
There is a previous level here (press '' or right click to use).
There is a next level here (press '' or right click to use).