













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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:
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 | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 32 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by 3-headed hydra at level 21 on the 67th Dusk 122nd year of Ascendancy at 07:01 1 / 5Killed by Urkis, the High Tempest at level 28 on the 28th Regrowth 123rd year of Ascendancy at 07:35 Killed by Veluta the teluvorta at level 31 on the 56th Pyre 123rd year of Ascendancy at 02:53 Killed by Urnd the thalore at level 31 on the 57th Pyre 123rd year of Ascendancy at 22:48 Killed by Emelawen the orc cryomancer at level 31 on the 62nd Pyre 123rd year of Ascendancy at 11:26 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 24 (base 15) |
| Magic | 80 (base 60) |
| Willpower | 28 (base 13) |
| Cunning | 75 (base 60) |
Resources
| Life | 421/421 |
| Mana | 395/395 |
| Paradox | 300 |
| Soul | 7/13 |
| Healing Factor | 1.4072674059366 |
| Regeneration | 2.462717960389 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 51.956004335202 |
| See Invisible | 59.956004335202 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 6 |
| Crit Chance | 26% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Arcane | +15% |
| Mind | +21% |
| All | +12% |
| Darkness | +52% |
| Light | +15% |
| Physical | +35% |
| Fire | +18% |
| Cold | +15% |
Offense: Damage Penetration
| Darkness | +53% |
| Cold | +55% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 21 (35.65183292883%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 43 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 17%( 70%) |
| All | + 12%( 70%) |
| Physical | + 33%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 17%( 70%) |
| Mind | + 24%( 70%) |
| Darkness | + 47%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Confusion Resistance | 19% |
| Teleport Resistance | 19% |
| Disarm Resistance | 32% |
| Bleed Resistance | 40% |
| Silence Resistance | 20% |
| Stun Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 36% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 443% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Reaping |
| talent | Golden Age of Necromancy |
| talent | Erupting Shadows |
| talent | Grim Shadow |
| talent | Eternal Night |
| talent | Hiemal Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the temporal explorer from death by Betigakira the poison ivy. Escort: temporal explorer (level 1 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Xywe the white crystal. Escort: worried loremaster (level 2 of Old Forest) | failed |
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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 125. | 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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed chunk of ghoul flesh. * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vampire lord fang. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed ice ant stinger. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
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 | Drindil the pair of dwarven-steel boots (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 Mag / +3 Wil / +7 Cun Changes resistances: +6% temporal Mental save: +12 (+4 eff.) Mana each turn: +0.22 Maximum mana: +20.00 Spell crit. chance: +3% Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Plumpkin Daper: Metal Greaves. |
| Light source | Zeruledas the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 21 fire Changes stats: +2 Wil Changes resistances: +12% acid / +8% fire / +3% nature / +9% lightning Physical save: +12 (+6 eff.) Spellpower: +10 (+2 eff.) Light radius: +4 Damage Shield penetration: +30% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Layolle (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex / +2 Wil / +3 Cun Changes resistances: +21% acid / +7% physical / +7% darkness Changes damage: +14% acid / +9% physical / +11% darkness Only die when reaching: -20.00 life Maximum hate: +8.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Infravision radius: +5 See stealth: +12 See invisible: +7 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 66% and attempts to push all creatures other than yourself out of its radius, inflicting 15.08 light damage and 19.98 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Sunsmasher the elm wand of conjuration [power 105] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% light Changes damage: +3% light Spellpower: +15 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to fire a magical bolt dealing 124 fire damage Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold garnet ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +21 (+11 eff.) Armour: +8 Changes stats: +2 Mag / +2 Con Changes resistances: +5% arcane Changes damage: +12% all Disarm immunity: +32% Pinning immunity: +30% Knockback immunity: +36% Maximum life: +28.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +3% Mindpower: +16 (+6 eff.) Mental crit. chance: +3% Infravision radius: +2 See invisible: +6 Rings make your fingers look great! |
| On fingers | Frigidsweeper the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +15% lightning / +6% cold Changes resistances penetration: +10% cold Mana each turn: +0.04 Maximum mana: +100.00 Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
| Around waist | blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Stealth bonus: +6 Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | Hathidir (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes stats: +2 Mag / +2 Wil / +2 Con Changes resistances: +8% darkness Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +17.00% Reduces incoming crit damage: 15.00% Mana each turn: +0.14 Maximum mana: +33.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +2% See invisible: +7 Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Plumpkin Daper: Severed Head Weapon 4. |
| On hands | Halomnir (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 mind Changes resistances: +12% blight / +3% physical / +13% mind Changes damage: +6% mind Silence immunity: +20% Healing mod.: +5% When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +10 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Heatwild' (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +14% physical / +6% blight / +6% fire / +5% arcane / +9% all Changes damage: +6% fire / +3% arcane / +14% physical Spell save: +17 (+5 eff.) Life regen: +1.50 Maximum life: +51.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Plumpkin Daper: Scarecrow Clothes. |
| Cloak | Radhuruildir (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 56% Changes resistances: +12% light / +3% blight / +6% nature / +5% arcane / +14% darkness Changes resistances penetration: +8% darkness Changes damage: +11% darkness / +3% mind Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% lightning Cut immunity: +40% Stun/Freeze immunity: +31% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 301 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 654%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 654% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the wizard (absorb 100; cd 14)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 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 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Freezefurnace the gold amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +3 Mag Changes resistances: +5% arcane / +18% cold Changes resistances penetration: +10% arcane Changes damage: +5% temporal / +5% light / +9% cold / +6% physical / +5% darkness Talent mastery: +0.24 Spell / Death Physical save: +16 (+8 eff.) Spell save: +13 (+4 eff.) Mental save: +14 (+4 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 310 strength, based on Magic) for 5 turns Activation costs 16 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 24 power out of 36/36) : Effective talent level: 4.0 Power cost: 24 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (174). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
gold amulet 'Xerysetira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +15% blight Spell save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
grounding copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
grounding copper amulet of mastery (0.12 Spell / Master of flesh)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Talent mastery: +0.12 Spell / Master of flesh Stun/Freeze immunity: +23% Amulets make your neck look great! |
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.00 Amulets make your neck look great! |
voratun amulet 'Gurakira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances: +21% light / +25% darkness Critical mult.: +15.00% Blindness immunity: +30% Mana each turn: +0.04 Mana when firing critical spell: +2.00 Maximum mana: +100.00 Maximum vim: +30.00 Spell crit. chance: +1% Amulets make your neck look great! |
BoltmonsterPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +3 Wil Changes resistances: +13% blight / +3% lightning Changes damage: +13% blight Critical mult.: +20.00% Vim when firing critical spell: +1.00 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! |
Gloruth the DuathelspitterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+8 eff.) Changes stats: +6 Dex / +2 Wil / +6 Cun Changes resistances: +15% darkness Changes damage: +12% mind Critical mult.: +10.00% Psi when hit: +0.08 Maximum hate: +4.00 Rings make your fingers look great! |
gold garnet ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+13 eff.) Physical crit. chance: +3.0% Effects on melee hit: * 13% chance to reduce all saves and defense by 29 Damage (Melee): 11 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 29 Damage (Ranged): 23 physical Changes stats: +7 Dex / +11 Cun Changes resistances: +21% acid / +20% fire / +18% lightning / +16% cold Changes damage: +6% all / +9% temporal Critical mult.: +5.00% Mental save: +12 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 Spell crit. chance: +3% Mental crit. chance: +3% It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Poroth the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +20 (+10 eff.) Changes resistances: +15% temporal / +28% cold / +6% nature / +6% darkness Changes damage: +14% cold Maximum stamina: +20.00 Healing mod.: +20% Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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? |
WoebreezeInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +5 Cun / +5 Wil Changes resistances: +26% nature Changes damage: +13% nature / +15% darkness Critical mult.: +10.00% Life regen: +7.00 Maximum life: +44.00 Mindpower: +8 (+3 eff.) Healing mod.: +12% Rings make your fingers look great! |
Xuldath the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Changes resistances penetration: +5% blight Changes damage: +9% arcane Critical mult.: +5.00% Physical save: +16 (+8 eff.) Spell save: +16 (+5 eff.) Mental save: +22 (+7 eff.) Spellpower: +22 (+5 eff.) Mindpower: +8 (+3 eff.) Damage Shield penetration: +30% Rings make your fingers look great! |
gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +10% nature / +9% blight Poison immunity: +17% Disease immunity: +12% Stun/Freeze immunity: +30% Rings make your fingers look great! |
copper spinel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +4 Wil Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
copper spinel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Str Changes resistances: +3% cold Changes resistances penetration: +5% cold Changes damage: +9% cold Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Silence immunity: +46% Mana each turn: +0.25 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! |
gold onyx ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Life regen: +12.00 Maximum life: +47.00 Healing mod.: +12% Rings make your fingers look great! |
stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% nature / +5% blight Poison immunity: +16% Disease immunity: +15% Stun/Freeze immunity: +30% Life regen: +11.00 Maximum life: +60.00 Healing mod.: +14% Rings make your fingers look great! |
steel amethyst ringInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Changes damage: +4% all Life regen: +8.00 Maximum life: +48.00 Spell crit. chance: +2% Mental crit. chance: +2% Healing mod.: +10% Rings make your fingers look great! |
steel lapis lazuli ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Defense: +6 (+2 eff.) Changes stats: +6 Str / +4 Con Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Rings make your fingers look great! |
steel onyx ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 14 light Changes stats: +3 Str / +3 Dex / +5 Mag / +3 Wil / +3 Cun / +3 Con Changes damage: +12% light Rings make your fingers look great! |
steel spinel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% nature / +7% blight Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Poison immunity: +10% Disease immunity: +13% Rings make your fingers look great! |
stralite quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 29 Damage (Melee): 13 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 29 Damage (Ranged): 21 physical Changes stats: +3 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Brodyzilahell (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +4% Effects on melee hit: * 20% chance to reduce armor by 43% Changes resistances penetration: +10% acid Changes damage: +9% acid / +20% darkness / +3% mind Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Mana each turn: +0.11 Spellpower: +27 (+6 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 20 turns. Staves designed for wielders of magic, by the greats of the art. |
Staff of Bones (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones Talent granted: +1 Command Staff Spellpower: +20 (+5 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
monstrous rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +4 Str / +4 Con Physical save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Mayubeth the cashmere cloak (2 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +7 Mag / +8 Wil / +3 Cun Physical save: +9 (+4 eff.) Pinning immunity: +20% Spell crit. chance: +11% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvikira the cashmere robe (30 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +30 (+10 eff.) Changes stats: +2 Mag Changes resistances: +5% arcane / +11% all Changes damage: +9% temporal Reduces incoming crit damage: 15.00% Teleport immunity: +20% Life regen: +4.00 Mana each turn: +0.23 Maximum mana: +68.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of darkness (+25%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +25% darkness / +13% all Changes damage: +17% darkness Mental save: +20 (+6 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves 'Noonbreaker' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% nature / +12% darkness Life regen: +1.00 Stamina each turn: +0.70 Maximum life: +80.00 Maximum stamina: +15.00 Light radius: +2 Healing mod.: +15% When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shadehunt (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Dex / +1 Wil Changes resistances: +19% acid Changes damage: +13% acid / +3% darkness Stun/Freeze immunity: +20% Light radius: +2 Healing mod.: +10% A pointy cloth hat, very wizardly... |
Smolderbiter (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 fire Changes stats: +2 Wil Changes resistances: +16% darkness Changes damage: +11% darkness Spell save: +9 (+3 eff.) Mana each turn: +0.08 Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
Umbradeath (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances: +12% cold / +3% darkness / +9% nature Changes resistances penetration: +20% cold Changes damage: +9% darkness / +9% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Plumpkin Daper: Head 4. |
Zubilevea (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce armor by 43% Changes stats: +3 Str / +3 Wil / +4 Con Changes resistances: +9% acid Changes damage: +3% mind See invisible: +6 A cap made of leather. |
hardened leather cap 'Cloudfame' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+5 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +7 Wil Changes resistances: +18% lightning / +6% physical Changes resistances penetration: +10% blight Changes damage: +12% lightning Physical save: +9 (+4 eff.) Spell save: +6 (+2 eff.) Vim when firing critical spell: +2.00 Spellpower: +15 (+4 eff.) A cap made of leather. |
rough leather cap 'Ce'Nethra' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Con Changes resistances: +3% cold Blindness immunity: +20% Cut immunity: +10% Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% A cap made of leather. |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
740 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. |
4 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Halytorek the dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+10 eff.) Physical crit. chance: +6.0% Armour: +3 Defense: +6 (+2 eff.) Changes stats: +2 Str / +3 Mag / +3 Wil / +2 Cun Changes resistances: +8% physical Stamina each turn: +3.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rimehacker (dig speed 23 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +10% acid / +20% cold Changes damage: +6% cold Critical mult.: +15.00% Maximum psi: +40.00 Lowers spell cool-downs by: 10% Mindpower: +25 (+9 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Gasin the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 6 acid Changes stats: +4 Con Maximum life: +41.00 Light radius: +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. |
Hoharador the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +7 Str / +3 Dex Changes damage: +6% acid Blindness immunity: +10% Light radius: +6 Healing mod.: +5% 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. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 233.10 darkness damage (based on Mindpower and charge) Activation costs 7 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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. |
Rod of Recall (3/3)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 130 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. |
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. |
Areran the elm totem of healing [power 110] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% Damage when hit (Melee): 2 mind Changes resistances: +3% acid / +9% darkness / +5% arcane It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 10 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. |
Isuriawyn [power 386] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +1 Dex / +2 Wil / +2 Con Critical mult.: +10.00% Infravision radius: +3 See invisible: +6 It can be used to create a shield absorbing up to 386 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. * Heal for 51. * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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 different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Yakub Huitztli the Cornac Necromancer level 29
33rd Regrowth 123rd year of Ascendancy at 08:51 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Yakub Huitztli the Cornac Necromancer level 31
49th Pyre 123rd year of Ascendancy at 15:33 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Yakub Huitztli the Cornac Necromancer level 10
3rd Summertide 122nd year of Ascendancy at 00:25 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Yakub Huitztli the Cornac Necromancer level 23
76th Dusk 122nd year of Ascendancy at 10:31 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yakub Huitztli the Cornac Necromancer level 29
31st Regrowth 123rd year of Ascendancy at 01:09 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yakub Huitztli the Cornac Necromancer level 29
33rd Regrowth 123rd year of Ascendancy at 08:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Yakub Huitztli the Cornac Necromancer level 10
3rd Summertide 122nd year of Ascendancy at 00:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Yakub Huitztli the Cornac Necromancer level 20
61st Dusk 122nd year of Ascendancy at 01:56 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Yakub Huitztli the Cornac Necromancer level 30
33rd Pyre 123rd year of Ascendancy at 02:42 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Yakub Huitztli the Cornac Necromancer level 24
46th Haze 122nd year of Ascendancy at 06:00 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Yakub Huitztli the Cornac Necromancer level 22
74th Dusk 122nd year of Ascendancy at 14:55 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Yakub Huitztli the Cornac Necromancer level 14
13rd Dusk 122nd year of Ascendancy at 17:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Yakub Huitztli the Cornac Necromancer level 9
5th Mirth 122nd year of Ascendancy at 00:30 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Yakub Huitztli the Cornac Necromancer level 29
33rd Regrowth 123rd year of Ascendancy at 08:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Yakub Huitztli the Cornac Necromancer level 10
9th Flare 122nd year of Ascendancy at 23:37 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Yakub Huitztli the Cornac Necromancer level 31
62nd Pyre 123rd year of Ascendancy at 12:59 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Yakub Huitztli the Cornac Necromancer level 17
26th Dusk 122nd year of Ascendancy at 17:54 see stats
Log
Today is the 71st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 72nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 73rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 74th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
Today is the 75th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:20.
Today is the 76th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Today is the 77th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
Saving game...
Saving done.
Lore found: Wheel of Fate
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Wheel of Fate for 747.54 gold.
Bought: stralite ring for 14.95 gold.
Shining Jewel creates: stralite quartz ring
Shining Jewel creates: stralite quartz ring
Shining Jewel creates: gold quartz ring
Shining Jewel creates: gold garnet ring



















































































































