










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 45 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 14 on the 38th Dusk 122nd year of Ascendancy at 13:45 0 / 12Killed by Celia at level 20 on the 3rd Haze 122nd year of Ascendancy at 02:51 Killed by Celia at level 20 on the 3rd Haze 122nd year of Ascendancy at 05:23 Killed by Celia at level 20 on the 3rd Haze 122nd year of Ascendancy at 06:10 Killed by Celia at level 23 on the 55th Haze 122nd year of Ascendancy at 23:14 Killed by vampire lord at level 27 on the 1st Time of Balance 123rd year of Ascendancy at 18:11 Killed by Lord of Skulls (mage) at level 29 on the 44th Pyre 123rd year of Ascendancy at 05:43 Killed by orc master wyrmic at level 41 on the 25th Regrowth 124th year of Ascendancy at 21:25 Killed by Silulratira the blinkwyrm at level 42 on the 26th Regrowth 124th year of Ascendancy at 20:07 Killed by champion of Urh'Rok at level 44 on the 64th Regrowth 124th year of Ascendancy at 12:45 Killed by champion of Urh'Rok at level 44 on the 64th Regrowth 124th year of Ascendancy at 13:06 Killed by Vor, Grand Geomancer of the Pride at level 45 on the 65th Regrowth 124th year of Ascendancy at 11:14 |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 26 (base 10) |
| Constitution | 79 (base 56) |
| Magic | 143 (base 60) |
| Willpower | 108 (base 60) |
| Cunning | 54 (base 11) |
Resources
| Life | -744/755 |
| Mana | 956/1041 |
| Soul | 5/22 |
| Healing Factor | 1.5368020097748 |
| Regeneration | 11.141814570867 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 37.588041044944 |
| See Invisible | 37.588041044944 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 18 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 98 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +35% |
| Light | +22% |
| Temporal | +19% |
| Blight | +15% |
| Arcane | +28% |
| Darkness | +59% |
| All | +7% |
Offense: Damage Penetration
| Mind | +15% |
| Darkness | +15% |
| Light | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 2 |
| Physical Save | 54 |
| Spell Save | 83 |
| Mental Save | 64 |
Defense: Resistances
| Blight | + 41%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 54%( 70%) |
| All | + 27%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 34%( 70%) |
| Fire | + 40%( 70%) |
| Darkness | + 67%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 29% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 163 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 820% for 10 turns (984 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Nightfall | 1.50 |
| 0/5 |
| 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 | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Animus | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master necromancer | 1.50 |
| 5/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Spell / Master of flesh | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Undead / Lich | 1.00 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 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 3 of Dreadfell. Escort: injured seer (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 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (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 Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)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 Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 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. * 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 |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 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: 673. | 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 |
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 AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within14 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 47% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 50.93 cold damage and 50.93 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Malodrantir the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Dex +8 Mag +12 Wil +6 Cun +7 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +17% arcane ----- def ----- Defense +3 (+1 eff.) Phys.save +11 (+4 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 289.17 temporal and 386.37 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
| On fingers | Noontrial0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% lightning +15% light Res.pen +15% light Melee Ret 2 light ----- def ----- Resists +24% lightning Mind.save +6 (+2 eff.) Max.HP +51.00 HP.reg +7.00 Heal.mod +12% Confus- +29% Rings make your fingers look great! |
| On fingers | Urthuneg the Voidtrial0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Dex +4 Mag +6 Cun dps ---------- Phys.pwr +9 (+5 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +16% lightning +7% all Res.pen +15% darkness Melee Ret 4 darkness ----- def ----- Defense +12 (+6 eff.) Resists +32% lightning ---------- misc Infravis +1 Rings make your fingers look great! |
| Around waist | Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +52 (+9 eff.) Dmg.mod +35% darkness ----- def ----- Spell.save +25 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Mana/turn +0.50 Max.mana +50.00 Masteries +0.20 Spell/Nightfall +0.20 Spell/Master necromancer +0.20 Spell/Master of flesh +0.20 Spell/Animus +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
| On hands | umbral hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+1 eff.) Melee+ 5 arcane 7 darkness Dmg.mod +4% arcane +5% darkness ----- def ----- Armour +2 Resists +4% arcane +6% darkness 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. |
| Main armor | Emeliwen (3 def, 4 armour)2.0 T4 cloth armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Wil +2 Con ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +15% lightning +20% light +19% darkness +18% cold +20% blight +19% fire +5% arcane +13% all Phys.save +48 (+13 eff.) Spell.save +59 (+12 eff.) Mind.save +32 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Gunodudan the cashmere cloak (7 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +1 Dex +5 Mag +4 Wil dps ---------- Res.pen +15% mind Melee Ret 4 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 34 ----- def ----- Defense +7 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +14 (+3 eff.) ---------- misc Max.mana +93.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warmaker's gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Dex +6 Wil +5 Con Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 974%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 974% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 837%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 837% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 815 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (582.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 692.58 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 32; resist 35%; move 44%; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 44% faster, and you are invisible (power 32). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 2090% over 10 turns; mana 104; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2090% for 10 turns (2508 total) and instantly restoring 104 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 32 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Sootjam the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +17 Dex +10 Wil +5 Cun +14 Con dps ---------- Mov.spd +10% Dmg.mod +6% darkness Res.pen +5% nature Melee Ret 4 nature 4 darkness ----- def ----- Fatigue -10% Resists +6% nature +6% darkness HP.reg +2.00 ---------- misc Stam/turn +1.20 Amulets make your neck look great! |
grounding copper amulet of mastery (0.11 Spell / Spectre)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% ---------- misc Masteries +0.11 Spell/Spectre Amulets make your neck look great! |
grounding stralite amulet of mastery (0.34 Spell / Master necromancer)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +18% lightning Stun/Frz- +31% ---------- misc Masteries +0.34 Spell/Master necromancer Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 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. |
Emelyra0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +5 Wil +12 Cun +5 Con dps ---------- Phys.pwr +16 (+7 eff.) Mind.pwr +9 (+2 eff.) Melee Ret 4 physical ----- def ----- Defense +22 (+11 eff.) Crit.chn- 15.00% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
Velada the Deepsdare0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% blight +9% arcane Melee Ret 10 fire On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +18% blight +9% fire +20% darkness Rings make your fingers look great! |
savage's stralite ring of power0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+5 eff.) Spell.pwr +8 (+1 eff.) Mind.pwr +11 (+3 eff.) ----- def ----- Spell.save +12 (+3 eff.) ---------- misc Max.stam +14.00 Rings make your fingers look great! |
steel aquamarine ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 15 light Dmg.mod +11% light ----- def ----- Armour +2 Resists +2% all Rings make your fingers look great! |
stralite ring 'Emukira'0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +9 Mag dps ---------- Crit.mult +10.00% S.pwr/crit +4 Melee+ 34 light Ranged+ 25 light Dmg.mod +18% light Res.pen +5% blight Acc +12 (+6 eff.) ----- def ----- Phys.save +16 (+5 eff.) Spell.save +14 (+3 eff.) Mind.save +14 (+4 eff.) ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +55.00 HP.reg +17.00 Heal.mod +14% Rings make your fingers look great! |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, cold element)5.0 T5 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+7 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
greater elven-wood vilestaff of invocation (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +28 (+5 eff.) S.pwr/crit +7 Dmg.mod +25% blight +25% fire +25% darkness +25% acid ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 58.40 to 70.08 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood magestaff of channeling (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Spell.pwr +26 (+4 eff.) Melee+ 27 arcane Dmg.mod +25% arcane ---------- misc Mana/turn +0.22 Max.mana +53.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of the prodigy (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +10 Mag +8 Wil +8 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) S.pwr/crit +6 Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon Reqs Str 40 [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Whip of Urh'Rok (55-61 power, 0 apr)3.0 T5 whip 1H weapon Reqs Dex 48 [Unique] Arcane Power 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Resists +12% darkness +18% temporal Spell.save +5 (+1 eff.) Def/telep +15 Res/telep +12% Dur/telep +16% ---------- misc Max.mana +48.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mudin (10 def, 4 armour)2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +3 (+1 eff.) Dmg.mod +27% temporal +12% physical Res.pen +5% temporal +24% physical Apr +1 ----- def ----- Armour +4 Defense +10 (+5 eff.) Resists +15% temporal +1% physical +11% all Mind.save +18 (+5 eff.) Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rainward the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) Dmg.mod +29% lightning +12% nature +12% mind ----- def ----- Resists +43% lightning +17% darkness +30% mind +15% all Phys.save +14 (+5 eff.) Spell.save +19 (+4 eff.) Mind.save +54 (+14 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Salayana the Ravenseam (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +6% darkness +11% physical Res.pen +10% darkness ----- def ----- Resists +11% physical +7% all Mind.save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+4 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+4 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Tundraspiker the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +4% Spell.pwr +24 (+4 eff.) S.pwr/crit +5 Dmg.mod +25% acid +17% physical +30% temporal +15% fire +23% arcane +15% cold Res.pen +5% temporal ----- def ----- Resists +16% acid +15% physical +12% temporal +17% cold +14% fire +15% all Silence- +43% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +33.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Sunrebel' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +10% Spell.pwr +18 (+3 eff.) Dmg.mod +18% blight Res.pen +10% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 39 ----- def ----- Resists +15% blight +12% light +11% all ---------- misc Mana/turn +0.20 Max.mana +76.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% lightning +6% darkness +7% light +7% blight +7% fire +7% cold +9% all Phys.save +11 (+4 eff.) Spell.save +21 (+5 eff.) Mind.save +11 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of corrosion (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +18% acid +11% darkness +12% mind +9% all Phys.save +11 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +22 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) ----- def ----- Resists +5% blight +13% all Mind.save +17 (+4 eff.) Max.HP +44.00 HP.reg +1.90 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% arcane +11% all ----- def ----- Resists +11% all ---------- misc Max.mana +52.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken Rags of the Sanctuary of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+2 eff.) Dmg.mod +9% temporal +10% arcane +7% all ----- def ----- Resists +7% all ---------- misc Max.mana +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +6 Con dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +9% arcane ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.20 Mana/ret +0.90 Max.mana +40.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
fearwoven cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +5% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +11% darkness +7% physical ---------- misc Max.hate +5.00 A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
157 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown 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? |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(156 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
62 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 826.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
overpowered ash wand of conjuration [power 220] (23 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 235 acid damage Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
10 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Snas the Lich Necromancer level 30
46th Pyre 123rd year of Ascendancy at 08:48 see stats
Against all odds
Killed Ukruk in the ambush.By Snas the Lich Necromancer level 30
44th Pyre 123rd year of Ascendancy at 08:56 see stats
Arachnophobia
Destroyed the spydric menace.By Snas the Lich Necromancer level 34
14th Dusk 123rd year of Ascendancy at 21:36 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Snas the Lich Necromancer level 34
19th Dusk 123rd year of Ascendancy at 02:45 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Snas the Lich Necromancer level 38
14th Haze 123rd year of Ascendancy at 14:28 see stats
Brave new world
Went to the Far East and took part in the war.By Snas the Lich Necromancer level 32
2nd Flare 123rd year of Ascendancy at 03:27 see stats
Clone War
Destroyed your own Shade.By Snas the Lich Necromancer level 38
16th Haze 123rd year of Ascendancy at 17:38 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Snas the Shalore Necromancer level 13
13rd Dusk 122nd year of Ascendancy at 20:13 see stats
Destroyer of the creation
Killed Slasul.By Snas the Lich Necromancer level 33
9th Flare 123rd year of Ascendancy at 07:11 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Snas the Lich Necromancer level 31
50th Pyre 123rd year of Ascendancy at 19:22 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Snas the Lich Necromancer level 43
47th Regrowth 124th year of Ascendancy at 13:55 see stats
Earth Master
Killed Harkor'Zun.By Snas the Shalore Necromancer level 17
75th Dusk 122nd year of Ascendancy at 11:40 see stats
Exterminator
Killed 1000 creatures.By Snas the Shalore Necromancer level 18
77th Dusk 122nd year of Ascendancy at 00:29 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Snas the Shalore Necromancer level 24
2nd Allure 123rd year of Ascendancy at 13:05 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Snas the Lich Necromancer level 39
8th Regrowth 124th year of Ascendancy at 08:12 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Snas the Shalore Necromancer level 25
30th Regrowth 123rd year of Ascendancy at 10:00 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Snas the Lich Necromancer level 36
19th Dusk 123rd year of Ascendancy at 11:44 see stats
Level 10
Got a character to level 10.By Snas the Shalore Necromancer level 10
6th Flare 122nd year of Ascendancy at 16:41 see stats
Level 20
Got a character to level 20.By Snas the Shalore Necromancer level 20
77th Dusk 122nd year of Ascendancy at 18:40 see stats
Level 30
Got a character to level 30.By Snas the Lich Necromancer level 30
44th Pyre 123rd year of Ascendancy at 05:45 see stats
Level 40
Got a character to level 40.By Snas the Lich Necromancer level 40
11st Regrowth 124th year of Ascendancy at 12:20 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Snas the Lich Necromancer level 27
1st Time of Balance 123rd year of Ascendancy at 18:11 see stats
Poisonous
Sided with the assassin lord.By Snas the Shalore Necromancer level 22
34th Haze 122nd year of Ascendancy at 18:35 see stats
Size matters
Did over 600 damage in one attack.By Snas the Shalore Necromancer level 25
38th Regrowth 123rd year of Ascendancy at 09:33 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Snas the Lich Necromancer level 32
57th Pyre 123rd year of Ascendancy at 20:27 see stats
That was close
Killed your target while having only 1 life left.By Snas the Shalore Necromancer level 1
74th Pyre 122nd year of Ascendancy at 22:02 see stats
The secret city
Discovered the truth about mages.By Snas the Shalore Necromancer level 13
36th Dusk 122nd year of Ascendancy at 14:46 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Snas the Lich Necromancer level 37
43rd Dusk 123rd year of Ascendancy at 13:05 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Snas the Lich Necromancer level 29
39th Pyre 123rd year of Ascendancy at 06:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Snas the Shalore Necromancer level 20
78th Dusk 122nd year of Ascendancy at 06:35 see stats
Unstoppable
Returned from the dead.By Snas the Lich Necromancer level 44
64th Regrowth 124th year of Ascendancy at 13:06 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Snas the Lich Necromancer level 29
44th Pyre 123rd year of Ascendancy at 05:45 see stats
Log
Vor, Grand Geomancer of the Pride's ice storm area effect hits Ghast for 81 cold damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Ghast for 67 cold damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Ghast for 81 cold damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Ghast for 101 cold damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Ghast for 81 cold damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Armoured skeleton warrior for (55 absorbed), 0 cold (0 total damage).
Ghast performs a melee critical strike against Vor, Grand Geomancer of the Pride!
Ghast uses Retch.
Ghast VOMITS on the ground!
Vor, Grand Geomancer of the Pride's cleansing fire area effect killed Shadow!
Ghast hits Vor, Grand Geomancer of the Pride for (49 absorbed), 0 physical (0 total damage).
Ghast hits Iceblock for 113 physical damage.
Ghast hits Vor, Grand Geomancer of the Pride for (71 absorbed), 0 physical (0 total damage).
Vor, Grand Geomancer of the Pride receives 41 healing from Temporal Restoration Field.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (8 absorbed), 0 fire (0 total damage).
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior performs a melee critical strike against Vor, Grand Geomancer of the Pride!
The shield around Vor, Grand Geomancer of the Pride crumbles.
Vor, Grand Geomancer of the Pride is cut deeply.
Armoured skeleton warrior hits Vor, Grand Geomancer of the Pride for (289 absorbed), 6 physical, 9 lightning, 99 physical, 18 lightning, 96 physical, 18 lightning (247 total damage).
Burning from Vor, Grand Geomancer of the Pride hits Ghast for (31 to ice), 47 fire (47 total damage).
Vor, Grand Geomancer of the Pride's Fireflash hits Ghast for 347 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Snas for (140 to minion: ghast), 211 fire (211 total damage).
Vor, Grand Geomancer of the Pride's Fireflash hits Armoured skeleton warrior for 254 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Ghast for 347 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Ghast for (168 to ice), (172 to ice), 258 fire (258 total damage).
Vor, Grand Geomancer of the Pride's Fireflash hits Ghast for 438 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Ghast for 438 fire damage.
Snas the level 45 lich necromancer was blazed to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.
















































































































































