








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 50 / 1400% |
| Size | medium |
| Lifes / Deaths | Killed by Argoniel at level 50 on the 21st Pyre 126th year of Ascendancy at 01:09 / 1 |
Primary Stats
| Strength | 32 (base 15) |
| Dexterity | 47 (base 35) |
| Constitution | 22 (base 9) |
| Magic | 131 (base 66) |
| Willpower | 101 (base 61) |
| Cunning | 75 (base 60) |
Resources
| Life | -5/1062 |
| Mana | 125/1166 |
| Positive | 197/197 |
| Healing Factor | 1.2624166372472 |
| Regeneration | 14.202187169031 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.9984014443253E-12% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 30 |
| Crit Chance | 32% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 85 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +54% |
| Lightning | +99% |
| Darkness | +32% |
| Cold | +39% |
| Blight | +44% |
| Arcane | +23% |
| Fire | +51% |
| All | +14% |
Offense: Damage Penetration
| Lightning | +81% |
| Light | +50% |
| Mind | +45% |
| Arcane | +45% |
| Fire | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 5 |
| Physical Save | 18 |
| Spell Save | 60 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 56%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 62%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 36%( 70%) |
| Mind | + 52%( 70%) |
| Darkness | + 46%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 40% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Stun Resistance | 75% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1332% for 10 turns (421 total) and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 755 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 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 216 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. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Spell / Thaumaturgy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by wisp. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2450. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. 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 vial of greater demon bile. * You've found the needed vial of squid ink. * You've found the needed vial of fire wyrm saliva. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed black mamba head. * You've found the needed multi-hued wyrm scale. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed snow giant kidney. * You've found the needed ritch stinger. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 drakeskin leather boots 'Lisebeth' (0 def, 9 armour)2.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats +6 Mag +9 Wil offense ------ Spell Crit +9% Critical power +10.00% Physical Power +10 (+5 eff.) Spellpower +20 (+4 eff.) Ignore resists +20% mind defense ------ Armor +9 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.44 Max mana +51.00 Max vim +50.00 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Chargebliss'1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +9% arcane Ignore resists +10% lightning +10% arcane On-Hit (Melee): * 20% chance to slow global speed by 62% defense ------ Resistance +10% blight +12% nature +10% darkness +27% lightning other ------- Light +4 Infravision +5 See Invisibility +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 28 blight damage or heals 30 life. Creatures standing in the retch also have 18% 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+4 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
| Tool | Yverimira the Shimmermonster [power 180] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% lightning +15% acid defense ------ Resistance +15% lightning +24% acid Blast the opponent's mind dealing 205 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite ring 'Jettreason'0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +4 Wil offense ------ Damage +18% lightning +18% darkness +30% blight Ignore resists +10% arcane defense ------ Resistance +36% lightning Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Mana-on-crit +2.00 Rings make your fingers look great! |
| On fingers | voratun Telos's Staff Crystal ring0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con defense ------ Resistance +30% mind Life +78.00 Life Regen +11.00 Healmod +16% Confus Resist +30% Fear Resist +30% other ------- Light +2 Rings make your fingers look great! |
| Around waist | Arcblood the drakeskin leather belt1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +31% lightning defense ------ Resistance +27% lightning +15% temporal +15% darkness +15% fire +15% mind +9% nature Spell save +12 (+3 eff.) Disease Resist +25% Stun Resist +25% A belt that goes around your waist. |
| In main hand | magelord's dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Mag +5 Wil offense ------ Physical Crit +8.0% Spell Crit +5% Spellpower +31 (+7 eff.) On-Hit 21 arcane Damage +30% lightning other ------- Max mana +171.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +6 (+2 eff.) defense ------ Armor +2 other ------- Mana/turn +0.10 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 | Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+5 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| Cloak | spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil defense ------ Defense +2 (+0 eff.) Resistance +13% darkness +12% temporal Spell save +7 (+1 eff.) Out-of-Phase Defense +19 Out-of-Phase Resistance +10% Out-of-Phase Resilience +14% other ------- Max mana +46.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Morningmaster the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +12% fire Ignore resists +15% lightning +25% fire +25% light When Hit 10 lightning defense ------ Resistance +18% fire +15% light +21% cold Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 913%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 913% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 820%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 820% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (554.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 631.56 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 210; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 210 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 663; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 663 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 34; blocks 7; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 34 up to 7 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
starlit steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag offense ------ Spellpower/crit +3 defense ------ Resistance +13% light +10% darkness Blind Resist +25% other ------- Mana/turn +0.12 Max mana +28.00 Amulets make your neck look great! |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 412 strength, based on Magic) for 5 turns. Uses 24 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. |
archmage's stralite amulet of manastreaming0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +4% Spellpower +6 (+2 eff.) Spellpower/crit +4 Damage +5% acid +5% fire +6% cold +6% lightning other ------- Mana/turn +0.10 Max mana +31.00 Amulets make your neck look great! |
Adariatira the Icestake0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Dex +5 Con offense ------ Damage +12% cold defense ------ Resistance +30% mind Crit Resistance 15.00% Confus Resist +50% other ------- Light +3 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Polimilaith0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning +3% mind When Hit 6 mind defense ------ Armor +8 Resistance +22% lightning +6% temporal Poison Resist +10% Teleport Resist +20% Rings make your fingers look great! |
gold onyx ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +7 Mag +3 Wil +8 Cun +3 Con offense ------ Spellpower +8 (+2 eff.) Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +8 Str +7 Con offense ------ Physical Power +12 (+6 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Cun +5 Mag offense ------ Spellpower +7 (+2 eff.) defense ------ Resistance +20% acid +16% fire +17% lightning +18% cold Stun Resist +30% Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +12 (+6 eff.) Ignore Armor +11 defense ------ Defense +11 (+3 eff.) Stun Resist +30% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite sapphire ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+5 eff.) Ignore Armor +11 defense ------ Defense +15 (+4 eff.) Physical save +8 (+5 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+2 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 5.2 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 311.72 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
voratun Petrified Wood ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +25 Con offense ------ Physical Power +15 (+7 eff.) Spellpower +14 (+3 eff.) Mindpower +15 (+4 eff.) Damage +7% all defense ------ Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Rings make your fingers look great! |
voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +7 Con offense ------ Physical Power +11 (+5 eff.) defense ------ Life +56.00 Life Regen +17.00 Healmod +16% Stun Resist +60% Rings make your fingers look great! |
voratun fire opal ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Spellpower +14 (+3 eff.) Damage +10% all Rings make your fingers look great! |
voratun fire opal ring0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Physical Power +17 (+8 eff.) Spellpower +14 (+3 eff.) Mindpower +20 (+5 eff.) Damage +20% mind +18% all Ignore resists +5% temporal Accuracy +16 (+8 eff.) Ignore Armor +17 When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 28% defense ------ Defense +17 (+4 eff.) Resistance +9% temporal +20% mind +9% darkness Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun quartz ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str +7 Con offense ------ Physical Power +11 (+5 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
voratun sapphire ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +6 Con defense ------ Defense +8 (+2 eff.) Physical save +8 (+5 eff.) Spell save +23 (+5 eff.) Mind save +8 (+3 eff.) other ------- Max stamina +33.00 Rings make your fingers look great! |
Duvebar the yew magestaff (20-24 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +30% arcane +20% cold defense ------ Resistance +5% arcane +18% cold Unlife -80.00 life Healmod +15% Confus Resist +20% other ------- Mana/turn +0.25 Max mana +64.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Cyrirema' (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Mag +8 Cun +11 Con offense ------ Spell Crit +14% Critical power +35.00% Spellpower +38 (+8 eff.) Damage +30% lightning Ignore resists +15% blight +15% arcane When Hit 2 blight defense ------ Life Regen +1.50 Healmod +19% other ------- Negative/turn +0.20 Vim-on-crit +9.00 Max vim +40.00 Max negative +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Pyro: Staff 1. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +9% all 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. This object's appearance was changed to Plumpkin Daper: Robe 1. |
Yvirin the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Critical power +20.00% Mindpower +30 (+8 eff.) defense ------ Resistance +12% acid +13% darkness +6% blight +12% mind +9% all Physical save +13 (+7 eff.) Spell save +14 (+3 eff.) Mind save +25 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
stargazer's silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag +4 Wil +4 Cun offense ------ Spell Crit +8% Spellpower +22 (+5 eff.) Spellpower/crit +6 Damage +23% light +16% darkness defense ------ Resistance +13% all Silence Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rimewilder the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +2 Mag offense ------ Critical power +10.00% Spellpower/crit +6 Damage +44% acid +49% physical +50% fire +62% cold When Hit 6 blight defense ------ Resistance +12% lightning +12% darkness +52% fire +15% all +37% acid +36% physical +10% blight +51% cold +11% light Physical save +16 (+9 eff.) Spell save +38 (+9 eff.) Mind save +20 (+7 eff.) other ------- Mana/turn +0.12 Vim-on-crit +2.00 Max mana +40.00 Cooldown Refit Golem -12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag +9 Wil offense ------ Spell Crit +3% Spellpower +22 (+5 eff.) Spellpower/crit +4 Damage +18% arcane +19% temporal defense ------ Resistance +15% all Silence Resist +50% other ------- Max mana +75.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Mag +4 Wil +6 Con offense ------ Spellpower +7 (+2 eff.) Spellpower/crit +5 Damage +22% nature defense ------ Resistance +15% all Poison Resist +50% Disease Resist +50% Silence Resist +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brightravager1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +4 (+2 eff.) Damage +9% lightning +12% cold +12% light Ignore resists +10% lightning When Hit 10 light defense ------ Spell save +6 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+8 eff.) Spell save +15 (+3 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
monstrous drakeskin leather belt of unlife1.0 Encumbrance T5 belt armor [Ego++] Arcane/Nature While equipped: Stats +4 Str +5 Con offense ------ Physical Power +13 (+6 eff.) defense ------ Resistance +11% blight Physical save +5 (+3 eff.) other ------- Size +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Glacierterror' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +3 Wil +1 Con offense ------ Ignore resists +5% cold defense ------ Defense +1 (+0 eff.) Resistance +3% darkness +6% cold Physical save +6 (+4 eff.) Mind save +6 (+2 eff.) Unlife -50.00 life other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargemire the cashmere cloak (11 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +6% cold Ignore resists +10% lightning +15% temporal defense ------ Defense +11 (+3 eff.) Resistance +21% lightning Physical save +8 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Plumpkin Daper: Cloak 1. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +7 Mag +7 Wil offense ------ Spell Crit +5% defense ------ Defense +2 (+0 eff.) Spell save +8 (+2 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Olakalthondil the Shockstreaker (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Damage +15% lightning +6% acid Ignore resists +10% lightning On-Hit (Melee): * 20% chance to reduce armor by 46% defense ------ Defense +3 (+1 eff.) Resistance +15% mind +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relguregagund (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +9 Mag +6 Wil +3 Con offense ------ Damage +15% arcane defense ------ Defense +15 (+4 eff.) Physical save +12 (+7 eff.) Spell save +25 (+6 eff.) other ------- Mana-on-crit +2.00 Max mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Glaresmash (25 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +1 Con offense ------ Ignore resists +5% light Ignore Armor +2 When Hit 2 physical defense ------ Armor +1 Defense +25 (+6 eff.) Physical save +11 (+6 eff.) Mind save +11 (+4 eff.) other ------- Stamina/turn +1.00 A pair of boots made of leather. This object's appearance was changed to Plumpkin Daper: Metal Greaves. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 57% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Xanirin the Morbuspride (15 def, 9 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +9 Defense +15 (+4 eff.) Resistance +9% lightning +2% physical +9% nature Spell save +12 (+3 eff.) Mind save +9 (+3 eff.) Healmod +10% Teleport Resist +20% other ------- Infravision +2 A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 292 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
undeterred pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor Reqs - Heavy armour training [Ego+] Arcane While equipped: defense ------ Armor +5 Fatigue +4% Silence Resist +48% Confus Resist +34% Stun Resist +39% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+0 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
Dairyromista (27 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +4 Dex offense ------ Spellpower +8 (+2 eff.) Mindpower +15 (+4 eff.) Spellpower/crit +8 defense ------ Defense +27 (+7 eff.) Mind save +6 (+2 eff.) Unlife -80.00 life other ------- Mana/turn +1.60 Mana when Hit +2.10 Max mana +63.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+0 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Gunohek the drakeskin leather cap (31 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Dex defense ------ Armor +5 Defense +31 (+8 eff.) Fatigue +5% Resistance +15% lightning +3% physical +21% blight +6% temporal +5% arcane +12% mind Life +100.00 Silence Resist +21% A cap made of leather. |
Lelygas the Rimerot (18 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +4 Cun +2 Wil offense ------ Critical power +10.00% Ignore resists +20% cold Accuracy +15 (+7 eff.) defense ------ Defense +18 (+4 eff.) Mind save +9 (+3 eff.) A pointy cloth hat, very wizardly... This object's appearance was changed to Plumpkin Daper: Head 4. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 Encumbrance T4 head armor Reqs - Heavy armour training ,Str 35 [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.0 Power cost 45 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 93.69 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+4 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+4 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+5 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+5 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
30 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+6 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+6 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
1488 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
69 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Silariada the alchemist's lamp0.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +2 Str +5 Mag +6 Wil +5 Con offense ------ Spell Crit +2% Spellpower +26 (+6 eff.) When Hit 6 acid other ------- Light +8 See Invisibility +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 608 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+6 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.2 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 64.98 cold damage and 53.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 73/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 825.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Manendur the steel torque of gale force [power 180] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Mag offense ------ Critical power +10.00% Spellpower/crit +4 Damage +6% acid Ignore Shields +30% defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +100.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 205 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Relgathad [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Mag +4 Wil +4 Con defense ------ Crit Resistance 15.00% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force [power 230] (15 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 262 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing stralite torque of gale force [power 290] (15 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 331 physical damage Puts all charms on 15 turn cooldown 100% to heal for 55. Torques are made by powerful psionics to store psionic powers. |
evasive dragonbone totem of healing [power 488] (15 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 488 Puts all charms on 15 turn cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Emolenne the Murkorder [power 170] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +18% darkness +6% blight Ignore resists +20% lightning When Hit 2 darkness 4 blight On-Hit (Melee): * 20% chance to reduce damage dealt by 28% Fire a magical bolt dealing 257 fire damage Puts all charms on 15 turn cooldown 100% to 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. |
Mayerialratira the yew wand of lightning storm [power 278] (15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +3 Cun +2 Wil offense ------ Critical power +15.00% Physical Power +20 (+9 eff.) other ------- Infravision +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 110 lightning damage and will be dazed for 1 turn (553 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing elven-wood wand of shielding [power 386] (20 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 386 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to 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. |
overpowered elven-wood wand of shielding [power 560] (30 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 30 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elven-wood wand of lightning storm [power 482] (18 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 191 lightning damage and will be dazed for 1 turn (959 total damage) Puts all charms on 18 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 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. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Grim_NeverWin the Ghoul Archmage level 33
27th Regrowth 124th year of Ascendancy at 04:32 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Grim_NeverWin the Ghoul Archmage level 50
70th Dusk 125th year of Ascendancy at 09:38 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Grim_NeverWin the Ghoul Archmage level 33
25th Regrowth 124th year of Ascendancy at 10:45 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Grim_NeverWin the Ghoul Archmage level 37
58th Dusk 124th year of Ascendancy at 05:25 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Grim_NeverWin the Ghoul Archmage level 37
64th Dusk 124th year of Ascendancy at 16:13 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Grim_NeverWin the Ghoul Archmage level 46
30th Pyre 125th year of Ascendancy at 02:59 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Grim_NeverWin the Ghoul Archmage level 35
53rd Pyre 124th year of Ascendancy at 13:51 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Grim_NeverWin the Ghoul Archmage level 33
62nd Regrowth 124th year of Ascendancy at 00:08 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Grim_NeverWin the Ghoul Archmage level 21
43rd Regrowth 123rd year of Ascendancy at 07:42 see stats
Clone War (Nightmare (Roguelike) difficulty)
Destroyed your own Shade.By Grim_NeverWin the Ghoul Archmage level 46
51st Pyre 125th year of Ascendancy at 12:12 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Grim_NeverWin the Ghoul Archmage level 15
3rd Haze 122nd year of Ascendancy at 11:42 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Grim_NeverWin the Ghoul Archmage level 40
35th Haze 124th year of Ascendancy at 06:51 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Grim_NeverWin the Ghoul Archmage level 34
65th Regrowth 124th year of Ascendancy at 11:38 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Grim_NeverWin the Ghoul Archmage level 21
75th Regrowth 123rd year of Ascendancy at 04:43 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Grim_NeverWin the Ghoul Archmage level 45
74th Regrowth 125th year of Ascendancy at 16:53 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Grim_NeverWin the Ghoul Archmage level 18
76th Haze 122nd year of Ascendancy at 04:11 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grim_NeverWin the Ghoul Archmage level 26
2nd Summertide 123rd year of Ascendancy at 13:09 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Grim_NeverWin the Ghoul Archmage level 50
4th Pyre 126th year of Ascendancy at 04:05 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grim_NeverWin the Ghoul Archmage level 25
79th Pyre 123rd year of Ascendancy at 00:15 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Grim_NeverWin the Ghoul Archmage level 39
65th Dusk 124th year of Ascendancy at 10:10 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Grim_NeverWin the Ghoul Archmage level 10
27th Dusk 122nd year of Ascendancy at 10:21 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Grim_NeverWin the Ghoul Archmage level 20
38th Regrowth 123rd year of Ascendancy at 20:14 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Grim_NeverWin the Ghoul Archmage level 30
14th Regrowth 124th year of Ascendancy at 23:25 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Grim_NeverWin the Ghoul Archmage level 40
31st Haze 124th year of Ascendancy at 16:21 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Grim_NeverWin the Ghoul Archmage level 50
4th Dusk 125th year of Ascendancy at 22:58 see stats
Oozemancer (Nightmare (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Grim_NeverWin the Ghoul Archmage level 45
3rd Pyre 125th year of Ascendancy at 07:08 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Grim_NeverWin the Ghoul Archmage level 50
3rd Haze 125th year of Ascendancy at 11:19 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Grim_NeverWin the Ghoul Archmage level 19
18th Regrowth 123rd year of Ascendancy at 20:37 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Grim_NeverWin the Ghoul Archmage level 50
20th Haze 125th year of Ascendancy at 01:06 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Grim_NeverWin the Ghoul Archmage level 49
8th Mirth 125th year of Ascendancy at 21:44 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Grim_NeverWin the Ghoul Archmage level 19
38th Regrowth 123rd year of Ascendancy at 18:26 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Grim_NeverWin the Ghoul Archmage level 35
65th Regrowth 124th year of Ascendancy at 14:31 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Grim_NeverWin the Ghoul Archmage level 11
34th Dusk 122nd year of Ascendancy at 08:05 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Grim_NeverWin the Ghoul Archmage level 50
7th Dusk 125th year of Ascendancy at 10:09 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Grim_NeverWin the Ghoul Archmage level 26
62nd Dusk 123rd year of Ascendancy at 08:14 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Grim_NeverWin the Ghoul Archmage level 24
18th Pyre 123rd year of Ascendancy at 17:03 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Grim_NeverWin the Ghoul Archmage level 41
65th Haze 124th year of Ascendancy at 03:19 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Grim_NeverWin the Ghoul Archmage level 26
62nd Dusk 123rd year of Ascendancy at 02:16 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Grim_NeverWin the Ghoul Archmage level 23
7th Pyre 123rd year of Ascendancy at 21:01 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Grim_NeverWin the Ghoul Archmage level 16
22nd Haze 122nd year of Ascendancy at 07:42 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Grim_NeverWin the Ghoul Archmage level 32
24th Regrowth 124th year of Ascendancy at 16:59 see stats
Log
Melee retaliation hits Argoniel for (19 absorbed), 0 lightning, (28 absorbed), 0 fire, (15 absorbed), 0 arcane, (19 absorbed), 0 lightning, (28 absorbed), 0 fire, (15 absorbed), 0 arcane (0 total damage).
--------------------------------
Woeful Corrosion from Argoniel hits Mirror Image (Grim_NeverWin) for 0 acid damage.
Epidemic from Argoniel hits Mirror Image (Grim_NeverWin) for 0 blight damage.
Grim_NeverWin's spell attains critical power!
Epidemic from Argoniel hits Grim_NeverWin for 88 blight damage.
Decrepitude Disease from Argoniel hits Grim_NeverWin for 64 blight damage.
Woeful Corrosion from Argoniel hits Grim_NeverWin for 39 acid damage.
Thunderstorm hits Argoniel for (106 absorbed), 0 lightning (0 total damage).
--------------------------------
Grim_NeverWin casts Rune: Manasurge.
Grim_NeverWin starts to surge mana.
Argoniel casts Dark Portal.
Argoniel's spell attains critical power!
Argoniel's spell attains critical power!
Mirror Image (Grim_NeverWin) is afflicted by a weakness disease!
The diseases of Argoniel spread!
Argoniel performs a melee critical strike against Grim_NeverWin!
The shield around Argoniel crumbles.
Melee retaliation hits Argoniel for (19 absorbed), 0 lightning, (28 absorbed), 0 fire, (15 absorbed), 0 arcane, (19 absorbed), 0 lightning, (28 absorbed), 0 fire, (5 absorbed), 10 arcane (10 total damage).
Blood Splash hits Argoniel for 144 healing, 96 healing (0 total damage) [240 healing].
Argoniel hits Grim_NeverWin for 137 blight, 17 blight, 55 blight, 232 blight (441 total damage).
Argoniel receives 28 healing from Ruin.
Grim_NeverWin the level 50 ghoul archmage was tainted to death by a Argoniel on level 11 of High Peak.
--------------------------------
You carry too much--you are encumbered!
Drop some of your items.
The furious lightning storm around Grim_NeverWin calms down and disappears.




























































































































































