










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 30 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 17 on the 5th Dusk 122nd year of Ascendancy at 12:20 0 / 6Killed by Glorebrewe the large brown snake at level 21 on the 24th Dusk 122nd year of Ascendancy at 05:54 Killed by snow giant boulder thrower at level 22 on the 68th Dusk 122nd year of Ascendancy at 22:28 Killed by Aanesezee the quasit at level 23 on the 69th Dusk 122nd year of Ascendancy at 13:20 Killed by Elolaith the telugoroth at level 24 on the 72nd Dusk 122nd year of Ascendancy at 07:40 Killed by elven cultist at level 27 on the 1st Time of Equilibrium 122nd year of Ascendancy at 10:00 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 72 (base 60) |
| Willpower | 17 (base 13) |
| Cunning | 57 (base 56) |
Resources
| Life | 555/555 |
| Mana | 263/263 |
| Soul | 9/11 |
| Healing Factor | 1.1760311219417 |
| Regeneration | 14.406381243786 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 35.580577165004 |
| See Invisible | 35.580577165004 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 7 |
| Crit Chance | 22% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +17% |
| Acid | +18% |
| Cold | +26% |
| Blight | +27% |
| Physical | +15% |
| Mind | +33% |
| All | +6% |
Offense: Damage Penetration
| Lightning | +10% |
| Light | +20% |
| Blight | +10% |
| Darkness | +5% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 27 (44.574340358689%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 30 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 23%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 7%( 70%) |
| Physical | + 10%( 70%) |
| Mind | + 27%( 70%) |
| Darkness | + 19%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Teleport Resistance | 30% |
| Stun Resistance | 60% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 46% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 243 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 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 Dexterity stat. |
| 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 571% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 4/5 |
| 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 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Reaping |
| talent | Aura of Undeath |
| talent | Suffer For Me |
| talent | Erupting Shadows |
| talent | Secrets of the Eternals |
| 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 |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * 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: 87. | 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. | active |
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 has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. | 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 within5 lumberjacks have died. | 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 | Belynor the Lightningguile (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes resistances: +9% lightning / +9% blight Changes resistances penetration: +10% lightning / +20% light / +10% blight Changes damage: +21% blight Maximum encumbrance: +29 Physical save: +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ce'Numira the GlimmermortalInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% acid / +3% light Changes damage: +3% acid / +3% mind Maximum life: +44.00 Light radius: +6 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. |
| On head | linen wizard hat 'Barkstoker' (1 def, 0 armour) =lightning=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes resistances: +25% lightning / +6% nature Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel pickaxe 'Eremeregodor' (dig speed 25 turns) =str con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Armour: +12 Changes stats: +7 Str / +5 Con Changes damage: +9% physical Mental save: +12 (+6 eff.) Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 4.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold quartz ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +12 (+6 eff.) Effects on melee hit: * 10% chance to reduce armor by 36% Damage when hit (Melee): 2 mind Changes resistances: +24% mind Changes resistances penetration: +10% acid Changes damage: +9% acid / +18% mind / +6% all Mental save: +7 (+4 eff.) Confusion immunity: +36% Stun/Freeze immunity: +30% Spellpower: +9 (+3 eff.) Mindpower: +14 (+6 eff.) Rings make your fingers look great! |
| On fingers | gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +8.00 Maximum life: +55.00 Healing mod.: +13% Rings make your fingers look great! |
| Around waist | Lorylegund the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Changes resistances: +6% blight Stealth bonus: +8 Physical save: +18 (+7 eff.) Teleport immunity: +20% Only die when reaching: -20.00 life Maximum life: +100.00 A belt that goes around your waist. |
| In main hand | Gunahor (111% power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x 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 when hit (Melee): 4 mind Changes resistances: +6% darkness / +6% blight Changes damage: +6% mind / +15% cold Talent granted: +1 Command Staff Physical save: +12 (+5 eff.) Teleport immunity: +10% Maximum life: +100.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Uryvon' (15 def, 2 armour) =lightning=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Damage (Melee): 7 cold Changes resistances: +12% lightning / +3% fire / +6% cold Changes damage: +5% cold Spell save: +9 (+4 eff.) Confusion immunity: +10% Psi when hit: +0.04 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 | Fogwrest (9 def, 9 armour) =breath water=Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Damage when hit (Melee): 2 nature Changes resistances: +39% lightning / +10% cold / +9% darkness / +8% acid Allows you to breathe in: water A suit of armour made of leather. |
| Cloak | linen cloak 'Leleregogen' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +5% arcane Physical save: +5 (+3 eff.) Mental save: +3 (+2 eff.) Life regen: +4.00 Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | BlindsunInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Wil Changes resistances: +3% cold / +6% physical Changes resistances penetration: +5% darkness Stamina each turn: +0.30 Light radius: +2 Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 70; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion (speed 585%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 585% 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. 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. |
movement infusion of the wizard (speed 744%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 nature gift Description: Activate the infusion to increase movement speed by 744% 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. 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. |
Rune of the Rift (218.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 231.08 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. 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. |
shatter afflictions rune of the duelist (absorb 33; cd 21)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: 21 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 33 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 Dexterity 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. |
shatter afflictions rune of the sneak (absorb 92; cd 20)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: 20 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 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. 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. |
shielding rune (absorb 162; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 162 damage for 5 turns. 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. |
shielding rune of the duelist (absorb 201; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 201 damage for 5 turns. Its effects scale with your Dexterity 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. |
gold amulet 'Issogar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +30 (+14 eff.) Effects on melee hit: * 20% chance to reduce armor by 36% Changes resistances: +19% fire / +13% cold Changes damage: +3% physical Critical mult.: +5.00% Amulets make your neck look great! |
grounding steel amulet of cunning (+2) =stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +15% lightning Stun/Freeze immunity: +28% Amulets make your neck look great! |
starseer's copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% light / +5% temporal / +5% darkness / +5% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Infernozephyr the gold ring =blight=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 blight Changes resistances: +13% blight / +5% arcane Changes damage: +25% blight / +27% fire / +9% arcane Rings make your fingers look great! |
Ring of Growth =str=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Siluwen the Lightningbright =lightning fire=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% lightning / +22% fire Changes damage: +6% lightning / +20% fire Reduces incoming crit damage: 15.00% Light radius: +1 Rings make your fingers look great! |
marksman's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Physical power: +6 (+3 eff.) Changes stats: +2 Dex Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
stralite ring 'Windsteel'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 49% Changes stats: +4 Wil / +9 Mag Changes resistances penetration: +25% blight / +10% lightning Spell save: +18 (+9 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +30% Rings make your fingers look great! |
titan's steel ring of frost (+24%) =con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% cold Changes damage: +12% cold Physical save: +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
Pitchdredge (120% power, 4 apr, lightning element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x 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: Changes stats: +2 Dex / +6 Mag / +6 Wil / +3 Cun Changes resistances: +6% light Changes damage: +20% lightning / +6% darkness Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (120% power, 4 apr, fire element) =crit=Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
blighted elven-wood vilestaff of fate (129% power, 5 apr, acid element) =crit=Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid Talent granted: +1 Command Staff Physical save: +9 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +9 (+5 eff.) Vim when firing critical spell: +4.00 Maximum vim: +22.00 Spellpower: +19 (+6 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of protection (120% power, 4 apr, blight element) =blight=Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x 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: Changes resistances: +10% blight Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Arcglean the rough leather belt =lightning=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +1 Con Changes resistances: +15% lightning Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) See invisible: +6 A belt that goes around your waist. |
Arthodig the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% acid / +6% light / +8% fire / +7% cold / +7% lightning Reduces incoming crit damage: 10.00% Blindness immunity: +20% Confusion immunity: +20% Healing mod.: +15% A belt that goes around your waist. |
Icesweeper the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +7% lightning / +6% temporal / +9% cold Changes resistances penetration: +5% lightning / +10% cold / +10% nature Changes damage: +3% lightning / +3% cold A belt that goes around your waist. |
Purewilter =hp=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +12 Changes stats: +4 Cun / +4 Dex Changes resistances: +9% nature Changes damage: +6% nature Physical save: +18 (+7 eff.) Only die when reaching: -80.00 life Mental crit. chance: +6% A belt that goes around your waist. |
Radiancepulverizer the hardened leather belt =con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+4 eff.) Changes stats: +5 Str / +2 Wil / +5 Con Changes resistances: +6% light Changes resistances penetration: +20% mind Physical save: +9 (+4 eff.) Hate when firing a critical mind attack: +5.00 Mental crit. chance: +4% Light radius: +3 Size category: +1 A belt that goes around your waist. |
Uredar the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 2 mind Changes resistances: +7% acid / +3% temporal / +12% cold / +5% fire / +5% arcane / +7% lightning A belt that goes around your waist. |
insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +5% fire / +5% cold Maximum encumbrance: +20 A belt that goes around your waist. |
Hathudur the Filthstone (1 def, 0 armour) =dark=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 nature Changes resistances: +12% darkness Changes resistances penetration: +8% darkness / +25% mind Changes damage: +6% lightning / +6% nature / +24% mind / +7% darkness Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeravena (0 def, 0 armour) =con=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Str / +3 Dex / +3 Wil / +3 Con Changes resistances: +11% all Changes damage: +3% mind Mental save: +27 (+11 eff.) Maximum stamina: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe (0 def, 0 armour) =sleep=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% darkness / +11% mind / +9% all Physical save: +12 (+5 eff.) Spell save: +14 (+7 eff.) Mental save: +23 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of blight (+17%) (0 def, 0 armour) =blight=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +17% blight / +13% all Changes damage: +17% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +7% cold Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
Byfang the Glacierquell (0 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Damage (Melee): 7 physical Changes resistances penetration: +25% lightning / +25% cold Changes damage: +6% lightning / +5% physical / +6% cold 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. |
blighted hardened leather gloves of dexterity (+4) (0 def, 2 armour) =blight=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+12 eff.) Armour: +2 Damage (Melee): 7 blight Changes stats: +4 Dex Changes resistances: +7% blight Changes damage: +5% blight 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. |
Amithel the Hailkiller (0 def, 3 armour) =stats=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +11 Dex / +2 Mag / +3 Cun Changes resistances penetration: +20% mind / +15% cold Changes damage: +15% mind It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 48.7 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Blazesweeper (3 def, 0 armour) =regen=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 light Changes stats: +8 Wil Changes resistances: +3% mind Changes resistances penetration: +15% light Changes damage: +18% arcane / +18% mind Physical save: +7 (+3 eff.) Life regen: +5.40 Maximum mana: +92.00 Light radius: +2 Damage Shield Power: +8% A pointy cloth hat, very wizardly... |
Corruptionvault (2 def, 0 armour) =cold=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +9% light / +6% blight / +9% fire / +9% nature / +27% cold Changes damage: +9% nature / +12% cold A pointy cloth hat, very wizardly... |
Turirek (2 def, 0 armour) =blight=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% arcane / +12% blight Changes resistances penetration: +25% temporal Changes damage: +12% blight / +12% temporal Mana each turn: +0.21 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
hardened leather cap 'Murkglory' (0 def, 7 armour) =blight=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +5 Wil Changes resistances: +10% blight Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Physical save: +18 (+7 eff.) Mental save: +9 (+5 eff.) Maximum life: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
7 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. |
268 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. |
8 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 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Anosus the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% lightning / +5% arcane Mental save: +9 (+5 eff.) Life regen: +4.00 Maximum life: +40.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Lightorder' (dig speed 30 turns) =darkness=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% light Changes resistances penetration: +15% light / +10% mind Damage affinity(heal): +15% darkness Maximum psi: +30.00 Mental crit. chance: +6% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scaldclamor =fire res=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 10 mind Changes resistances: +15% fire Changes damage: +3% darkness Light radius: +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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Rhodudig the Burnterror [power 278] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +9% light / +6% darkness Changes resistances penetration: +5% fire Changes damage: +12% fire It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
4 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. |
Cinderpassion the yew wand of shielding [power 242] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 10 blight Changes resistances: +6% blight / +15% fire / +24% cold Changes resistances penetration: +25% fire Changes damage: +6% blight It can be used to create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * 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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
6 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By necro the Shalore Necromancer level 27
8th Haze 122nd year of Ascendancy at 19:36 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By necro the Shalore Necromancer level 23
70th Dusk 122nd year of Ascendancy at 02:46 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By necro the Shalore Necromancer level 22
68th Dusk 122nd year of Ascendancy at 23:37 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 necro the Shalore Necromancer level 28
26th Haze 122nd year of Ascendancy at 00:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By necro the Shalore Necromancer level 10
8th Mirth 122nd year of Ascendancy at 12:04 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By necro the Shalore Necromancer level 20
21st Dusk 122nd year of Ascendancy at 18:14 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By necro the Shalore Necromancer level 30
55th Haze 122nd year of Ascendancy at 08:17 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By necro the Shalore Necromancer level 22
56th Dusk 122nd year of Ascendancy at 18:59 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By necro the Shalore Necromancer level 29
29th Haze 122nd year of Ascendancy at 21:24 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By necro the Shalore Necromancer level 25
74th Dusk 122nd year of Ascendancy at 14:58 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By necro the Shalore Necromancer level 11
2nd Summertide 122nd year of Ascendancy at 01:51 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By necro the Shalore Necromancer level 6
3rd Mirth 122nd year of Ascendancy at 21:05 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By necro the Shalore Necromancer level 27
79th Dusk 122nd year of Ascendancy at 13:20 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By necro the Shalore Necromancer level 21
24th Dusk 122nd year of Ascendancy at 22:01 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By necro the Shalore Necromancer level 21
24th Dusk 122nd year of Ascendancy at 16:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By necro the Shalore Necromancer level 14
1st Dusk 122nd year of Ascendancy at 23:20 see stats
Log
Today is the 58th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 59th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 60th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:31.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Today is the 61st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 62nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 63rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
Today is the 64th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 65th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 66th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Today is the 67th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Today is the 68th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
Today is the 69th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).






















































































































