








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 50 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Dédé at level 30 on the 50th Regrowth 123rd year of Ascendancy at 00:12 / 2Killed by Vor, Grand Geomancer of the Pride at level 50 on the 70th Dusk 123rd year of Ascendancy at 05:21 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 41 (base 29) |
| Constitution | 66 (base 57) |
| Magic | 124 (base 61) |
| Willpower | 51 (base 17) |
| Cunning | 119 (base 65) |
Resources
| Life | -292/973 |
| Mana | 647/669 |
| Soul | 12/18 |
| Healing Factor | 1.5188369623247 |
| Regeneration | 26.199937600101 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 48.028205097779 |
| See Invisible | 57.028205097779 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 27 |
| Crit Chance | 38% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 57% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +54% |
| Light | +7% |
| Fire | +5% |
| Physical | +14% |
| Cold | +51% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +53% |
| Cold | +58% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 10.000000000001 (57.718496631565%) |
| Defense | 79 |
| Ranged Defense | 79 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 54 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 70%( 70%) |
| All | + 33%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 52%( 70%) |
| Physical | + 44%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 57% |
| Bleed Resistance | 100% |
| Confusion Resistance | 78% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 171 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 17 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: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 7 times. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 93 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. |
Class Talents
| Spell / Glacial waste | 1.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Spell / Grave | 1.60 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Spell / Death | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 342/342 damage before it crumbles. Damage Shield |
| detrimental effect | The target is frozen on the ground, able to act freely but not move. Frozen Feet |
| beneficial effect | To complete your resurrection you must kill a unique/boss/elite boss rank creature before the duration expires. Lich Hunger |
| beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You 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 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 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Cyregamira the brown bear. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Neruma the snow giant. Escort: repented thief (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Cunning 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 |
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 Minotaur. * 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1633. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within4 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. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | pair of dwarven-steel boots 'Turikhad' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Wil Changes resistances: +3% blight / +6% nature / +15% light / +6% darkness Blindness immunity: +20% Silence immunity: +57% Confusion immunity: +38% Stun/Freeze immunity: +32% Hate when firing a critical mind attack: +3.00 Mental crit. chance: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Lisuba'Powered by arcane forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 24 fire Changes stats: +3 Cun / +15 Mag Changes resistances: +10% fire Critical mult.: +20.00% Psi when hit: +0.08 Spellpower: +33 (+7 eff.) Mindpower: +10 (+3 eff.) Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | dwarven-steel helm 'Islogawyn' (15 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+3 eff.) Fatigue: +4% Changes stats: +5 Dex Changes resistances: +9% acid / +2% physical / +12% darkness Spell save: +6 (+2 eff.) Confusion immunity: +20% Only die when reaching: -40.00 life Infravision radius: +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | voratun pickaxe 'Shiverwill' (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +3 Str / +7 Dex / +3 Cun Changes damage: +9% cold Maximum life: +35.00 Maximum stamina: +30.00 Lowers spell cool-downs by: 20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +8 Str / +9 Con Life regen: +17.00 Maximum life: +80.00 Healing mod.: +16% Rings make your fingers look great! |
| On fingers | IvyraInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +14% physical / +64% cold Changes damage: +14% physical / +32% cold Critical mult.: +10.00% Mental save: +12 (+3 eff.) Psi when hit: +0.08 Mental crit. chance: +7% Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +7 Mag Mana each turn: +0.16 Maximum mana: +21.00 Spell crit. chance: +4% A belt that goes around your waist. |
| In main hand | infernal dragonbone vilestaff of the prodigy (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 22 fire Changes stats: +11 Mag / +12 Wil / +16 Cun Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +23.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +22 (+4 eff.) Spell crit. chance: +5% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Blackstun the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 fire Changes resistances: +7% fire / +9% darkness / +9% cold Changes resistances penetration: +20% darkness / +25% cold Changes damage: +12% darkness / +5% fire 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 | Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 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 | Scaldedge (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +1% physical / +19% fire / +13% darkness / +13% light Changes resistances penetration: +8% darkness Changes damage: +5% darkness Stealth bonus: +15 Physical save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Only die when reaching: -90.00 life Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | IssumasPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +20 (+4 eff.) Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 25% * 6% chance to blind Changes resistances: +5% arcane Changes damage: +7% light / +7% darkness Physical save: +12 (+5 eff.) Mental save: +12 (+3 eff.) Confusion immunity: +20% Only die when reaching: -40.00 life Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)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: 20 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. 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. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 720 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the sneak (absorb 489; dur 5; cd 16)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: 14 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 489 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
copper amulet 'Bleakvortex'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +12 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 34 Changes resistances penetration: +20% darkness Changes damage: +6% blight / +18% darkness Critical mult.: +12.00% Mindpower: +15 (+5 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
savior's gold amulet of constitution (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Con Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +16 (+4 eff.) Amulets make your neck look great! |
steel amulet 'Coalserpent'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 25% Damage when hit (Melee): 8 darkness Changes resistances: +20% darkness / +6% fire Changes resistances penetration: +20% arcane Talent masteries: +0.22 Spell / Glacial waste +0.22 Spell / Eradication Amulets make your neck look great! |
stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets make your neck look great! |
wanderer's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +7 Cun / +9 Con Life regen: +4.00 Stamina each turn: +1.10 Movement speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 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. |
Ashquarry the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Defense: +16 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 34 Damage when hit (Melee): 2 blight / 6 fire Changes stats: +8 Cun / +8 Str Changes resistances: +47% fire Changes resistances penetration: +5% blight Changes damage: +6% blight / +19% fire Rings make your fingers look great! |
BrenudunaranPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes resistances penetration: +10% mind Reduces incoming crit damage: 15.00% Silence immunity: +31% Mana each turn: +0.15 Equilibrium when hit: +0.20 Mindpower: +30 (+9 eff.) Rings make your fingers look great! |
Eluba the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +9 Str / +2 Cun / +6 Con Changes damage: +12% blight Maximum mana: +60.00 Infravision radius: +3 Rings make your fingers look great! |
Furnacetickler the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +5 Str / +5 Con Changes resistances: +3% lightning / +3% fire / +6% light / +3% temporal Changes resistances penetration: +15% fire Rings make your fingers look great! |
Gunavor the QuenchhackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% cold Changes resistances penetration: +15% lightning Physical save: +9 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Light radius: +3 See invisible: +6 Rings make your fingers look great! |
Rhezilarab the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Wil / +6 Con Changes resistances: +15% physical Changes damage: +15% physical Stamina each turn: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Ring of the ArchlichRequires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. This item has been sent to the Item's Vault. |
Thunderguile the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +34 (+15 eff.) Changes stats: +3 Str / +22 Dex / +4 Mag / +16 Cun Changes resistances: +6% lightning Changes resistances penetration: +25% lightning Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +6 Cun / +6 Wil Changes resistances: +24% blight / +28% light Changes resistances penetration: +25% mind Changes damage: +15% blight / +14% light Mindpower: +11 (+3 eff.) 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? |
conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
gold ring 'Ebonycutter'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +16 Defense: +15 (+3 eff.) Changes stats: +3 Str Changes resistances: +15% darkness Changes damage: +6% physical Silence immunity: +37% Mana each turn: +0.27 Rings make your fingers look great! |
rogue's stralite ring of arcana (+0.19/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Cun Silence immunity: +27% Mana each turn: +0.19 Rings make your fingers look great! |
sneakthief's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +23% Rings make your fingers look great! |
wizard's copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings make your fingers look great! |
Sceptre of the Archlich (150% power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Power: 150% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.00(-) Spell / Nightfall +0.20 Spell / Master necromancer +0.20 Spell / Master of flesh +0.20 Spell / Animus +0.20 Spell / Master of bones Spellpower: +40 (+8 eff.) Spell crit. chance: +15% 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. This item has been sent to the Item's Vault. |
Gorumnir the KindletorrentInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +6 Cun / +2 Con Changes resistances: +18% fire Reduces incoming crit damage: 10.00% Maximum life: +47.00 See invisible: +12 A belt that goes around your waist. |
IcewormCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +23 (+5 eff.) Damage when hit (Melee): 2 cold Changes stats: +4 Dex Changes damage: +3% physical Critical mult.: +10.00% Stealth bonus: +7 Stamina each turn: +2.00 Only die when reaching: -40.00 life A belt that goes around your waist. |
Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to 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) Activation costs 21 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
NerymiraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Changes resistances: +18% lightning / +3% light Critical mult.: +6.00% Physical save: +3 (+1 eff.) Silence immunity: +10% Stun/Freeze immunity: +10% A belt that goes around your waist. |
Ragentir the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage when hit (Melee): 8 mind Changes stats: +10 Dex Reduces incoming crit damage: 15.00% Spell save: +8 (+2 eff.) Psi when hit: +0.16 Hate when firing a critical mind attack: +5.00 Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
insulating hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +8% fire / +8% cold Spell crit. chance: +5% A belt that goes around your waist. |
Xanoritira the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +24% blight / +9% cold / +13% nature Spell save: +12 (+4 eff.) Life regen: +7.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +2% Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+3 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
cashmere robe 'Obsidianblur' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 44% Damage when hit (Melee): 4 acid Changes stats: +6 Str / +4 Mag / +6 Wil Changes resistances: +7% lightning / +7% cold / +11% all Changes resistances penetration: +25% darkness / +5% acid Changes damage: +10% lightning / +14% physical / +12% fire / +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of corrosion (+19%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +19% acid / +13% all Changes damage: +16% nature / +13% acid Poison immunity: +20% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
Branoyanarihell the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 cold Changes stats: +7 Str / +3 Dex / +2 Cun Changes resistances: +24% cold / +3% light / +3% temporal Changes resistances penetration: +15% acid Changes damage: +3% acid / +5% cold Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Eclipsezeal (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances penetration: +10% darkness Changes damage: +6% darkness Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 15.00% Physical save: +18 (+7 eff.) Pinning immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
heroic dwarven-steel gauntlets of war-making (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +3% Critical mult.: +9.00% Mental save: +10 (+3 eff.) Maximum life: +53.00 Spell crit. chance: +8% Mental crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming dwarven-steel gauntlets of spellstriking (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 arcane Changes stats: +5 Mag / +6 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Mana each turn: +0.25 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Salirin' (30 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +30 (+6 eff.) Fatigue: +5% Changes stats: +5 Str / +5 Dex / +4 Cun Changes resistances: +9% light Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+5 eff.) Cut immunity: +20% Disarm immunity: +20% Confusion immunity: +20% Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Grinyrach (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances: +16% lightning / +3% cold Changes damage: +11% lightning Mental save: +12 (+3 eff.) Poison immunity: +20% Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
Helm of the Dominated (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+2 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
320 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 183 power out of 215/215. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Spectral CagePowered 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 634 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. |
Summertide PhialInfused 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 Changes damage: +10% light 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.(108 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xanydanne the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +1 Defense: +5 (+1 eff.) Changes stats: +6 Dex / +8 Con Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +8 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. |
watchleader's dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +11% blight / +11% darkness Blindness immunity: +43% Confusion immunity: +27% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +10 Infravision radius: +4 See stealth: +18 See invisible: +23 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 46 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
67 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 696.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
piercing iron torque of clear mind [power 1] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dragonbone totem of healing [power 734] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 734 Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Dédé the Lich Necromancer level 35
33rd Pyre 123rd year of Ascendancy at 13:46 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dédé the Cornac Necromancer level 25
5th Decay 122nd year of Ascendancy at 14:36 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Dédé the Lich Necromancer level 35
31st Pyre 123rd year of Ascendancy at 23:37 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Dédé the Lich Necromancer level 40
50th Pyre 123rd year of Ascendancy at 10:00 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Dédé the Lich Necromancer level 48
30th Dusk 123rd year of Ascendancy at 18:44 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Dédé the Lich Necromancer level 38
46th Pyre 123rd year of Ascendancy at 18:01 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dédé the Cornac Necromancer level 9
3rd Dusk 122nd year of Ascendancy at 12:27 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Dédé the Lich Necromancer level 37
43rd Pyre 123rd year of Ascendancy at 13:41 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Dédé the Lich Necromancer level 32
65th Regrowth 123rd year of Ascendancy at 06:27 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dédé the Cornac Necromancer level 22
35th Haze 122nd year of Ascendancy at 10:27 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dédé the Lich Necromancer level 43
10th Mirth 123rd year of Ascendancy at 05:06 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Dédé the Cornac Necromancer level 24
4th Decay 122nd year of Ascendancy at 15:20 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dédé the Cornac Necromancer level 25
5th Decay 122nd year of Ascendancy at 14:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dédé the Cornac Necromancer level 10
17th Dusk 122nd year of Ascendancy at 21:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dédé the Cornac Necromancer level 20
22nd Haze 122nd year of Ascendancy at 07:39 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Dédé the Cornac Necromancer level 30
43rd Regrowth 123rd year of Ascendancy at 08:25 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Dédé the Lich Necromancer level 40
48th Pyre 123rd year of Ascendancy at 11:55 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Dédé the Lich Necromancer level 50
60th Dusk 123rd year of Ascendancy at 07:14 see stats
Lichform (Insane (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Dédé the Lich Necromancer level 30
50th Regrowth 123rd year of Ascendancy at 00:12 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dédé the Cornac Necromancer level 29
43rd Regrowth 123rd year of Ascendancy at 01:12 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Dédé the Lich Necromancer level 38
43rd Pyre 123rd year of Ascendancy at 15:44 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Dédé the Cornac Necromancer level 10
19th Dusk 122nd year of Ascendancy at 01:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dédé the Cornac Necromancer level 9
7th Mirth 122nd year of Ascendancy at 03:24 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Dédé the Cornac Necromancer level 25
5th Decay 122nd year of Ascendancy at 14:36 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dédé the Cornac Necromancer level 23
76th Haze 122nd year of Ascendancy at 20:55 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dédé the Cornac Necromancer level 9
15th Dusk 122nd year of Ascendancy at 23:03 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dédé the Lich Necromancer level 42
2nd Mirth 123rd year of Ascendancy at 14:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dédé the Cornac Necromancer level 23
41st Haze 122nd year of Ascendancy at 22:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dédé the Cornac Necromancer level 17
15th Haze 122nd year of Ascendancy at 13:55 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dédé the Lich Necromancer level 34
31st Pyre 123rd year of Ascendancy at 14:47 see stats
Log
Vor, Grand Geomancer of the Pride killed Ghast!
Vor, Grand Geomancer of the Pride killed Ghast!
Vor, Grand Geomancer of the Pride killed Ghoulking!
Mirror Image (Vor, Grand Geomancer of the Pride) stops burning.
Dédé is no longer surging arcane power.
Mirror Image (Vor, Grand Geomancer of the Pride) is free from the decrepitude disease.
Mirror Image (Vor, Grand Geomancer of the Pride)'s cleansing fire area effect hits Dédé for 22 fire damage.
Mirror Image (Vor, Grand Geomancer of the Pride)'s cleansing fire area effect hits Vor, Grand Geomancer of the Pride for (20 to time), 0 fire (0 total damage).
Dédé's desolate waste area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 cold damage.
Dédé's desolate waste area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 cold damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dédé for 67 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dédé for 67 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dédé for 100 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Ghast for (52 to ice), 78 fire (78 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dédé for 100 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire damage.
Lava floor burns Dédé!
Dédé's spell attains critical power!
Dédé is surging arcane power.
Dédé unleashes a blast of frostdusk as he crosses the veil!
Vor, Grand Geomancer of the Pride's cleansing fire area effect killed Ghast!
Lava floor hits Dédé for 51 fire damage.
Dédé hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 cold, 0 darkness (0 total damage).
Dédé casts Rune: Shatter Afflictions.
Dédé stops burning.
A shield forms around Dédé.











































































































































