












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 39 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Niwen the giant blue ant at level 18 on the 48th Dusk 122nd year of Ascendancy at 08:48 0 / 10Killed by Velemira the snow giant chieftain at level 23 on the 61st Haze 122nd year of Ascendancy at 16:53 Killed by Ce'Nurenor the elven blood mage at level 25 on the 79th Haze 122nd year of Ascendancy at 22:25 Killed by elven tempest at level 25 on the 80th Haze 122nd year of Ascendancy at 18:12 Killed by Gondanhrari the shalore at level 26 on the 1st Wintertide 123rd year of Ascendancy at 15:01 Killed by greater multi-hued wyrm at level 29 on the 8th Allure 123rd year of Ascendancy at 14:25 Killed by faerlhing at level 36 on the 60th Regrowth 123rd year of Ascendancy at 22:08 Killed by Slasul at level 37 on the 68th Regrowth 123rd year of Ascendancy at 21:52 Killed by Porutha the orc soldier at level 39 on the 74th Regrowth 123rd year of Ascendancy at 18:47 Killed by Glacial Legion at level 39 on the 74th Regrowth 123rd year of Ascendancy at 20:27 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 118 (base 60) |
| Willpower | 74 (base 60) |
| Cunning | 57 (base 36) |
Resources
| Life | -691/521 |
| Mana | 593/686 |
| Soul | 10/14 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 3.3420929786774 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 13 |
| Crit Chance | 24% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +49% |
| Lightning | +31% |
| Nature | +12% |
| Temporal | +37% |
| Blight | +15% |
| Physical | +15% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +28% |
| Lightning | +15% |
| Cold | +25% |
| Temporal | +16% |
| Blight | +20% |
| Physical | +23% |
| Fire | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 54 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 38%( 70%) |
| Cold | + 53%( 70%) |
| All | + 32%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 56%( 70%) |
| Lightning | + 54%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 485 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: 19 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 124 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 7 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 112 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 Willpower stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Lich | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Spectre | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have 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 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 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 Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 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 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Zubyda the stone troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * 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: 500. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Aryssra the Breezewar (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +5 (+2 eff.) Spellpower +8 (+2 eff.) Damage +12% nature Ignore resists +20% nature +11% physical +15% darkness +16% temporal defense ------ Armor +3 Resistance +9% blight +17% temporal +22% darkness +6% nature Out-of-Phase Defense +22 Out-of-Phase Resistance +15% Out-of-Phase Resilience +18% A pair of boots made of leather. |
| Light source | Falobers0.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +11 Mag offense ------ Spellpower +31 (+6 eff.) Spellpower/crit +4 Damage +9% blight defense ------ Resistance +15% acid other ------- Mana/turn +0.20 Mana-on-crit +2.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Arthorig the Hellstrencher (12 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun offense ------ Damage +22% lightning Ignore resists +10% fire defense ------ Defense +12 (+6 eff.) Resistance +33% lightning Mind save +11 (+4 eff.) Disarm Resist +20% Stun Resist +10% A pointy cloth hat, very wizardly... |
| Tool | Smolderbreacher [power 194] (4/20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% darkness When Hit 6 fire defense ------ Resistance +6% fire +12% darkness +3% light Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring of darkness (+26%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +13% darkness defense ------ Resistance +26% darkness Rings make your fingers look great! |
| On fingers | Mayylle the Bleakobeisance0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +2 Wil +2 Cun +3 Con offense ------ Damage +6% darkness Ignore resists +15% lightning defense ------ Resistance +12% darkness Life Regen +3.00 Stun Resist +32% Rings make your fingers look great! |
| Around waist | Gilyyarin the Nightoracle1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +9% lightning +6% fire Ignore resists +5% darkness When Hit 6 darkness defense ------ Defense +9 (+5 eff.) Resistance +3% darkness Stealth +6 A belt that goes around your waist. |
| In main hand | potent dragonbone starstaff of protection (146% power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 146% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +18 (+4 eff.) Damage +37% temporal defense ------ Resistance +18% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | drakeskin leather gloves of the nighthunter (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Psionic While equipped: Stats +3 Cun offense ------ Accuracy +7 (+4 eff.) defense ------ Armor +3 Resistance +8% darkness other ------- Infravision +3 Unarmed combat: Weapon Damage 134% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +5 Critical Rate +11.0% Attack Speed 100% On-hit +18 darkness On Crit: 10% Dominate level 5 Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | fearwoven silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +8 (+3 eff.) Damage +21% darkness +15% physical Ignore resists +8% darkness +12% physical defense ------ Resistance +13% all other ------- Max hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Sleetbiter (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: Stats +6 Str offense ------ Damage +6% blight Ignore resists +20% blight +25% cold When Hit 8 blight defense ------ Defense +3 (+2 eff.) Resistance +12% cold Physical save +9 (+5 eff.) Mind save +12 (+4 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. |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 68.69 physical damage and 133.80 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 621%; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the wizard (absorb 597; dur 5; 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 597 damage for 5 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (177). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
clarifying copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% mind Confus Resist +22% Amulets make your neck look great! |
copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
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. |
copper aquamarine ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +6 (+1 eff.) defense ------ Armor +2 Resistance +2% all Rings make your fingers look great! |
titan's steel ring of lightning (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Physical save +6 (+3 eff.) Rings make your fingers look great! |
Bolbum's Big Knocker (176% power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 176% Range: 1.0x-1.2x Uses 140% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+3 eff.) Damage +20% physical Accuracy +7 (+4 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Kor's Fall (100% power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 227.05 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (454). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
blighted elven-wood starstaff of invocation (129% power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +24 (+5 eff.) Spellpower/crit +9 Damage +25% physical other ------- Vim-on-crit +3.00 Max vim +23.00 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 46.68 to 56.02 physical damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood vilestaff of fate (129% power, 5 apr, blight element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +10.00% Spellpower +12 (+3 eff.) Damage +25% blight defense ------ Physical save +5 (+3 eff.) Spell save +5 (+2 eff.) Mind save +9 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (100% power, 2 apr, temporal element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+0 eff.) Damage +10% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood vilestaff of fate (129% power, 5 apr, acid element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +17 (+4 eff.) Damage +25% acid Ignore Shields +21% defense ------ Defense +21 (+9 eff.) Shield Power +13% Physical save +10 (+5 eff.) Spell save +9 (+3 eff.) Mind save +11 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued elven-wood magestaff of the prodigy (129% power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +13 Mag +11 Wil +14 Cun offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Spellpower/crit +8 Damage +25% fire other ------- Talents +1 Command Staff On Spell Hit: 10% Fireflash level 3 Staves designed for wielders of magic, by the greats of the art. |
potent yew bonestaff (127% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 127% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +13 (+3 eff.) Damage +24% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Adema the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Wil offense ------ Critical power +5.00% Mindpower +3 (+1 eff.) defense ------ Resistance +18% fire Physical save +5 (+3 eff.) A belt that goes around your waist. |
balancing hardened leather belt of carrying1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Dex offense ------ Physical Crit +5.0% Mind Crit +8% defense ------ Fatigue -6% other ------- Encumbrance +23 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Lavanull the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex offense ------ Critical power +5.00% Mindpower +5 (+2 eff.) Damage +12% fire Ignore Armor +1 defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +10% cold Physical save +9 (+5 eff.) other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadetorrent the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% darkness defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +6% blight Unlife -40.00 life Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of implacability (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Nature While equipped: Stats +3 Mag +3 Wil defense ------ Defense +2 (+1 eff.) Physical save +7 (+4 eff.) Spell save +9 (+3 eff.) Mind save +8 (+3 eff.) Unlife -50.00 life other ------- Max mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Icedeath' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: offense ------ Damage +25% lightning +13% physical +6% arcane +6% cold Ignore resists +10% cold defense ------ Resistance +37% lightning +13% physical +3% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gerain (0 def, 11 armour)3.0 Encumbrance T5 feet armor Reqs - Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Physical Crit +3.0% Physical Power +14 (+7 eff.) Ignore resists +10% physical On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +11 Fatigue +4% Resistance +3% temporal Physical save +12 (+6 eff.) Spell save +9 (+3 eff.) Mind save +10 (+4 eff.) other ------- Stamina/turn +0.70 Max stamina +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Galirim' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Str +4 Dex +5 Mag defense ------ Armor +1 Resistance +5% arcane Silence Resist +23% Confus Resist +20% Stun Resist +20% A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
stealthy pair of hardened leather boots of strife (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master/Psionic While equipped: Stats +5 Dex +4 Wil +4 Con +8 Lck offense ------ Mindpower +5 (+2 eff.) Ignore resists +6% physical defense ------ Armor +3 Stealth +8 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Fatigue -4% Physical save +6 (+3 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
restful hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +11 (+5 eff.) defense ------ Armor +2 Life Regen +3.00 other ------- Stamina/turn +0.80 Max stamina +15.00 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ravenpulverizer the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +3% lightning +11% temporal +9% darkness +6% mind defense ------ Defense +1 (+1 eff.) Resistance +6% darkness +11% temporal A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
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. |
540 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. |
4 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. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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. |
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. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Celia's Still Beating Heart2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature 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. |
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: 4.0 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 4, doing 37.55 cold damage and 43.19 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 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. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dreamer's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +6% Mindpower +6 (+2 eff.) defense ------ Mind save +6 (+2 eff.) Life +54.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
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. |
2 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. |
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. |
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. |
10 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. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+5 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
14 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Derqutier the Lich Necromancer level 32
21st Regrowth 123rd year of Ascendancy at 09:48 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Derqutier the Lich Necromancer level 32
24th Regrowth 123rd year of Ascendancy at 18:03 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Derqutier the Lich Necromancer level 37
62nd Regrowth 123rd year of Ascendancy at 12:16 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Derqutier the Lich Necromancer level 35
58th Regrowth 123rd year of Ascendancy at 10:21 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Derqutier the Cornac Necromancer level 10
4th Dusk 122nd year of Ascendancy at 04:42 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Derqutier the Lich Necromancer level 38
69th Regrowth 123rd year of Ascendancy at 00:25 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Derqutier the Lich Necromancer level 34
45th Regrowth 123rd year of Ascendancy at 15:35 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Derqutier the Lich Necromancer level 39
74th Regrowth 123rd year of Ascendancy at 02:32 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Derqutier the Cornac Necromancer level 21
19th Haze 122nd year of Ascendancy at 17:21 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Derqutier the Cornac Necromancer level 21
56th Dusk 122nd year of Ascendancy at 15:36 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Derqutier the Cornac Necromancer level 25
70th Haze 122nd year of Ascendancy at 23:00 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Derqutier the Lich Necromancer level 32
10th Regrowth 123rd year of Ascendancy at 17:45 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Derqutier the Cornac Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 03:56 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Derqutier the Cornac Necromancer level 20
53rd Dusk 122nd year of Ascendancy at 15:08 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Derqutier the Lich Necromancer level 30
9th Allure 123rd year of Ascendancy at 23:00 see stats
Lichform (Nightmare (Adventure) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Derqutier the Lich Necromancer level 26
1st Wintertide 123rd year of Ascendancy at 15:01 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Derqutier the Cornac Necromancer level 21
15th Haze 122nd year of Ascendancy at 05:24 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Derqutier the Cornac Necromancer level 25
80th Haze 122nd year of Ascendancy at 09:23 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Derqutier the Lich Necromancer level 35
45th Regrowth 123rd year of Ascendancy at 17:57 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Derqutier the Cornac Necromancer level 2
75th Pyre 122nd year of Ascendancy at 01:21 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Derqutier the Cornac Necromancer level 10
3rd Flare 122nd year of Ascendancy at 23:47 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Derqutier the Cornac Necromancer level 21
20th Haze 122nd year of Ascendancy at 16:09 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Derqutier the Cornac Necromancer level 13
23rd Dusk 122nd year of Ascendancy at 17:58 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Derqutier the Cornac Necromancer level 25
76th Haze 122nd year of Ascendancy at 07:31 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Derqutier the Cornac Necromancer level 17
44th Dusk 122nd year of Ascendancy at 16:26 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Derqutier the Lich Necromancer level 30
10th Allure 123rd year of Ascendancy at 18:12 see stats
Log
Derqutier hits Glacial Legion for (6 to psi shield), 8 cold, 40 darkness (49 total damage).
Armoured skeleton warrior slows down.
Skeleton mage slows down.
Skeleton mage casts Manathrust.
Skeleton mage's spell attains critical power!
Armoured skeleton warrior killed Orc blood mage!
Skeleton mage hits Dread for 362 arcane damage.
Armoured skeleton warrior resists!
Bone giant resists!
Bone horror is encased in ice!
Skeleton mage killed Dread!
Orc necromancer's desolate waste area effect hits Armoured skeleton warrior for 23 cold damage.
Orc necromancer's desolate waste area effect hits Derqutier for 14 cold damage.
Glacial Legion's ice storm area effect hits Armoured skeleton warrior for 72 cold damage.
Glacial Legion's ice storm area effect hits Bone horror for (118 to bones), 0 cold (0 total damage).
Glacial Legion's ice storm area effect hits Bone giant for 88 cold damage.
Glacial Legion's icy vapors hits Bone giant for 104 cold damage.
Glacial Legion's icy vapors hits Derqutier for 85 cold damage.
Glacial Legion's icy vapors hits Armoured skeleton warrior for 142 cold damage.
Armoured skeleton warrior receives 23 healing from Ghoul's purging blight area effect.
Bone horror receives 13 healing from Ghoul's purging blight area effect.
Skeleton mage receives 37 healing from Ghoul's purging blight area effect.
Glacial Legion receives 39 healing from Ghoul's purging blight area effect.
Glacial Legion is freed from the rigor mortis.
Glacial Legion's Beyond the Flesh misses Armoured skeleton warrior.
Spikes of Decrepitude hits Glacial Legion for (2 to psi shield), 3 cold, 15 darkness (18 total damage).
Spikes of Decrepitude hits Bone giant for 15 cold, 31 darkness (45 total damage).
Bleeding from Derqutier hits Bone giant for 26 physical damage.
Glacial Legion's Ice Shards hits Derqutier for 185 cold damage.
Derqutier the level 39 lich necromancer was cooled to death by Glacial Legion on level 3 of Rak'shor Pride.


































































































































