








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 50 / 1149% |
| Size | medium |
| Lifes / Deaths | Killed by Isliwen the ancient elven mummy at level 24 on the 33rd Pyre 123rd year of Ascendancy at 02:21 0 / 9Killed by orc cryomancer at level 30 on the 60th Pyre 123rd year of Ascendancy at 05:19 Killed by orc cryomancer at level 30 on the 60th Pyre 123rd year of Ascendancy at 06:36 Killed by The Master at level 30 on the 60th Pyre 123rd year of Ascendancy at 10:39 Killed by armoured skeleton warrior at level 30 on the 60th Pyre 123rd year of Ascendancy at 13:39 Killed by Lord of Skulls (warrior) at level 30 on the 60th Pyre 123rd year of Ascendancy at 17:45 Killed by The Shade of Telos at level 44 on the 50th Pyre 124th year of Ascendancy at 20:54 Killed by Islylle the Flame Terror at level 50 on the 52nd Regrowth 125th year of Ascendancy at 22:00 Killed by Xerotira the Herald at level 50 on the 52nd Regrowth 125th year of Ascendancy at 22:03 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 84 (base 60) |
| Constitution | 36 (base 10) |
| Magic | 108 (base 60) |
| Willpower | 71 (base 44) |
| Cunning | 102 (base 60) |
Resources
| Life | -569/377 |
| Mana | 743/748 |
| Soul | 17/21 |
| Healing Factor | 1.1979202340232 |
| Regeneration | 0.2994800585058 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +118.41281712929% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 8 |
| See Stealth | 80.572759011573 |
| See Invisible | 78.572759011573 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 55 |
| Crit Chance | 38% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +46% |
| Blight | +14% |
| Cold | +43% |
| All | +8% |
| Darkness | +85% |
| Light | +20% |
| Lightning | +33% |
| Fire | +45% |
| Nature | +29% |
Offense: Damage Penetration
| Nature | +15% |
| Arcane | +10% |
| Light | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 5 |
| Physical Save | 41 |
| Spell Save | 55 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 57%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 70%( 70%) |
| All | + 20%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 30%( 70%) |
| Lightning | + 53%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Silence Resistance | 100% |
| Bleed Resistance | 25% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 25% |
| Stun Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 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 557 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 89 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 Constitution stat. |
| Runes | Effective talent level: 2.5 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. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 832% 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. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Spell / Master of flesh | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Animus | 1.50 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Spell / Master necromancer | 1.50 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs 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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by orc master assassin. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by ghoul. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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). * You have 'extracted' the heart of one of your fellow necromancers. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed vial of fire wyrm saliva. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | pair of hardened leather boots 'Firevortex' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 cold Changes stats: +5 Dex / +3 Mag / +8 Lck Changes resistances: +6% fire Changes damage: +7% acid / +6% fire / +6% blight Stealth bonus: +7 Disease immunity: +27% Silence immunity: +29% Confusion immunity: +28% Stun/Freeze immunity: +27% Spellpower: +5 (+1 eff.) A pair of boots made of leather. |
| Light source | ethereal dwarven lantern of clarityPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Mag Mental save: +11 (+3 eff.) Spellpower: +11 (+2 eff.) Light radius: +7 See stealth: +17 See invisible: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. |
| Tool | cleansing dragonbone wand of shielding [power 428] (3/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 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. |
| On fingers | Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. The set is complete. When wielded/worn: Changes resistances: +15% darkness / +10% cold Changes damage: +24% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +18 (+4 eff.) Talent level: +1 Call of the Crypt. Talent level: +1 Rime Wraith. Talent level: +1 Dread. Talent level: +1 Boneyard. Talent level: +1 Call of the Mausoleum. It can be used to activate talent Impending Doom (costing 28 power out of 40/40) : Effective talent level: 4.5 Power cost: 28 out of 40/40. Range: 7 Travel Speed: instantaneous Is: necromancy and a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and it will take 126% of its remaining life (or 1109.99, whichever is lower) over 10 turns as frostdusk damage. This spell is so powerful that every 3 turns it tears a part of the target's soul, generating one soul for you. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
| On fingers | stralite bloodstone ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Damage when hit (Melee): 4 nature Changes stats: +8 Cun / +9 Dex Changes resistances: +36% darkness / +15% fire Changes resistances penetration: +15% nature Changes damage: +6% fire / +18% darkness / +21% nature Mental save: +11 (+3 eff.) Confusion immunity: +38% Stun/Freeze immunity: +60% Rings make your fingers look great! |
| Around waist | Emelisethra the LustredredgeInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+7 eff.) Damage when hit (Melee): 6 arcane Changes stats: +6 Str / +6 Dex / +5 Cun / +6 Con / +10 Lck Changes resistances: +9% acid / +13% fire / +15% cold Changes resistances penetration: +15% light / +10% arcane Changes damage: +6% acid / +12% light Trap disarming bonus: +28 Stealth bonus: +11 Physical save: +14 (+5 eff.) Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
| In main hand | Sceptre of the Archlich (150% power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. The set is complete. Power: 150% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+8 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
| On hands | drakeskin leather gloves 'Shadowpyre' (10 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes stats: +4 Cun Changes resistances: +25% darkness / +5% arcane Stun/Freeze immunity: +20% Maximum life: +20.00 Infravision radius: +2 When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +21 darkness It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 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 | dispeller's elven-silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag / +3 Wil Changes resistances: +10% lightning / +9% darkness / +12% light / +8% blight / +8% fire / +10% cold / +15% all Physical save: +18 (+6 eff.) Spell save: +34 (+10 eff.) Mental save: +13 (+3 eff.) Silence immunity: +43% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +16 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Gitar the Winterspike (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Mag / +8 Wil / +5 Cun Changes resistances: +9% blight / +6% cold / +12% acid / +6% lightning Physical save: +11 (+4 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -50.00 life Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Changes stats: +25 Con Changes resistances: +10% darkness / +10% cold / +25% nature / +5% all Changes damage: +8% all Reduces incoming crit damage: 23.00% Spell crit. chance: +4% Mental crit. chance: +4% Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 724%; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 724% 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
GaliledunarainInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +5 (+2 eff.) Defense: +15 (+5 eff.) Changes resistances: +6% physical Stamina each turn: +0.40 Mental crit. chance: +1% Amulets make your neck look great! |
GaraminaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +13 (+4 eff.) Damage when hit (Melee): 2 blight Changes stats: +18 Lck Changes resistances: +19% lightning / +9% blight Talent masteries: +0.35 Spell / Master necromancer +0.35 Spell / Rime wraith Stun/Freeze immunity: +47% Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum psi: +10.00 Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
Lelamas the UnlightseamCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes resistances: +12% acid / +9% fire / +9% darkness / +9% temporal Changes resistances cap: +4% all Physical save: +10 (+4 eff.) Amulets make your neck look great! |
Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +2% all Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Amulets make your neck look great! |
Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Changes resistances: +4% all Changes damage: +8% all Stun/Freeze immunity: +60% Spell crit. chance: +4% Mental crit. chance: +4% Amulets make your neck look great! |
Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +4% all Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Amulets make your neck look great! |
archmage's steel amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 5 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 27% * 5% chance to blind Changes stats: +1 Mag Changes damage: +4% acid / +5% light / +6% darkness / +5% fire / +4% lightning / +4% cold Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
mindweaver's copper amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +11 Changes stats: +2 Wil Critical mult.: +12.00% Mental save: +5 (+1 eff.) Confusion immunity: +11% Mindpower: +5 (+1 eff.) Amulets make your neck look great! |
stabilizing copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% temporal Pinning immunity: +23% Knockback immunity: +22% Amulets make your neck look great! |
starlit copper amulet of mastery (0.13 Spell / Grave)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +10% darkness Talent mastery: +0.13 Spell / Grave Blindness immunity: +21% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +5 Mag / +6 Wil Spellpower: +15 (+3 eff.) Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
marksman's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Stun/Freeze immunity: +28% Life regen: +1.00 Rings make your fingers look great! |
psionicist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Mental save: +16 (+4 eff.) Life regen: +8.00 Maximum life: +89.00 Healing mod.: +15% Rings make your fingers look great! |
stralite quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+4 eff.) Defense: +14 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 45% Damage (Melee): 26 light Damage (Ranged): 30 light Damage when hit (Melee): 8 acid Changes stats: +7 Cun / +7 Mag Changes resistances: +9% acid Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +18% light / +6% all Stun/Freeze immunity: +30% Spellpower: +9 (+2 eff.) Mindpower: +17 (+5 eff.) Rings make your fingers look great! |
stralite quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +8 Dex / +4 Cun / +3 Con Changes resistances penetration: +15% arcane Changes damage: +6% arcane / +9% mind Spell save: +16 (+5 eff.) Blindness immunity: +44% Stun/Freeze immunity: +30% Maximum stamina: +28.00 Maximum hate: +8.00 Mental crit. chance: +4% Infravision radius: +5 See stealth: +21 See invisible: +17 Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings make your fingers look great! |
warrior's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +10 Defense: +10 (+3 eff.) Changes stats: +5 Str Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
elm magestaff (100% power, 2 apr, fire element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal A belt that goes around your waist. |
nightruned rough leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +6% light / +6% darkness It can be used to create a temporary shield that absorbs 170 damage Activation puts all charms on cooldown for 21 turns. A belt that goes around your waist. |
Salille (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +3% light Reduces incoming crit damage: 5.00% Spell save: +9 (+3 eff.) Pinning immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of fog (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +12% fire / +14% light / +14% darkness Changes resistances penetration: +7% darkness Changes damage: +12% darkness Stealth bonus: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dispeller's linen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% lightning / +7% darkness / +7% light / +7% blight / +7% fire / +6% cold / +7% all Changes damage: +7% all Physical save: +11 (+4 eff.) Spell save: +21 (+7 eff.) Mental save: +12 (+3 eff.) Spellpower: +11 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +6% blight / +11% darkness / +10% mind / +9% all Physical save: +12 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +20 (+5 eff.) Life regen: +1.70 Maximum life: +40.00 Healing mod.: +12% 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. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of blight (+10%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% blight / +9% all Changes damage: +10% blight Mental save: +16 (+4 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
temporal rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 temporal Damage (Ranged): 5 temporal Changes stats: +3 Mag Changes resistances: +6% temporal Changes damage: +4% arcane / +4% temporal When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 arcane Damage (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Torchquell the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +6% acid / +42% fire / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +6% acid / +25% fire / +9% arcane A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat of blight (+11%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% blight Changes damage: +11% blight Mana each turn: +0.13 Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
9 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. |
145 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. |
7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
7 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 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Boltwish (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 acid Changes stats: +2 Str Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Changes damage: +12% lightning / +15% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's 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 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 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. |
8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 52 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
alchemist's lamp of the zealotInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +8 (+3 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's alchemist's lamp of the sunPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+3 eff.) Changes stats: +5 Wil Changes resistances: +11% darkness Changes damage: +8% light Damage affinity(heal): +5% light Critical mult.: +10.00% Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 21 cooldown : Effective talent level: 4.5 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 295.79 light damage. At talent level 3 you gain 47% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+3 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +15.00% Spell save: +7 (+3 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
66 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 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. |
10 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 140 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. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 49 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
12 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. |
extending elven-wood wand of shielding [power 296] (3/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of shielding [power 116] (3/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 21 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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. |
12 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. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By buh the Yeek Necromancer level 32
67th Pyre 123rd year of Ascendancy at 06:26 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By buh the Yeek Necromancer level 48
41st Dusk 124th year of Ascendancy at 07:45 see stats
Arachnophobia
Destroyed the spydric menace.By buh the Yeek Necromancer level 41
39th Haze 123rd year of Ascendancy at 21:29 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By buh the Yeek Necromancer level 37
59th Dusk 123rd year of Ascendancy at 18:27 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By buh the Yeek Necromancer level 46
55th Pyre 124th year of Ascendancy at 11:56 see stats
Bookception!
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By buh the Yeek Necromancer level 50
38th Haze 124th year of Ascendancy at 10:30 see stats
Brave new world
Went to the Far East and took part in the war.By buh the Yeek Necromancer level 36
43rd Dusk 123rd year of Ascendancy at 09:59 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By buh the Yeek Necromancer level 41
72nd Haze 123rd year of Ascendancy at 10:31 see stats
Destroyer's bane
Killed Golbug the Destroyer.By buh the Yeek Necromancer level 35
38th Dusk 123rd year of Ascendancy at 09:59 see stats
Exterminator
Killed 1000 creatures.By buh the Yeek Necromancer level 19
6th Decay 122nd year of Ascendancy at 20:35 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By buh the Yeek Necromancer level 47
17th Dusk 124th year of Ascendancy at 03:51 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By buh the Yeek Necromancer level 47
66th Pyre 124th year of Ascendancy at 10:56 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By buh the Yeek Necromancer level 39
60th Dusk 123rd year of Ascendancy at 04:30 see stats
Level 10
Got a character to level 10.By buh the Yeek Necromancer level 10
6th Flare 122nd year of Ascendancy at 18:43 see stats
Level 20
Got a character to level 20.By buh the Yeek Necromancer level 20
7th Decay 122nd year of Ascendancy at 15:05 see stats
Level 30
Got a character to level 30.By buh the Yeek Necromancer level 30
60th Pyre 123rd year of Ascendancy at 01:24 see stats
Level 40
Got a character to level 40.By buh the Yeek Necromancer level 40
64th Dusk 123rd year of Ascendancy at 21:28 see stats
Level 50
Got a character to level 50.By buh the Yeek Necromancer level 50
29th Haze 124th year of Ascendancy at 23:13 see stats
Orcrist
Killed the leaders of the Orc Pride.By buh the Yeek Necromancer level 50
27th Regrowth 125th year of Ascendancy at 19:43 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By buh the Yeek Necromancer level 50
78th Haze 124th year of Ascendancy at 08:06 see stats
Size is everything
Did over 1500 damage in one attack.By buh the Yeek Necromancer level 50
34th Haze 124th year of Ascendancy at 22:16 see stats
Size matters
Did over 600 damage in one attack.By buh the Yeek Necromancer level 25
51st Pyre 123rd year of Ascendancy at 20:19 see stats
Sliders
Activated a portal using the Orb of Many Ways.By buh the Yeek Necromancer level 36
38th Dusk 123rd year of Ascendancy at 13:11 see stats
That was close
Killed your target while having only 1 life left.By buh the Yeek Necromancer level 2
76th Pyre 122nd year of Ascendancy at 04:42 see stats
The Arena
Unlocked Arena mode.By buh the Yeek Necromancer level 11
8th Flare 122nd year of Ascendancy at 08:18 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By buh the Yeek Necromancer level 50
28th Regrowth 125th year of Ascendancy at 11:47 see stats
The Rat Lich
Killed the terrible Rat Lich.By buh the Yeek Necromancer level 19
6th Decay 122nd year of Ascendancy at 21:28 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By buh the Yeek Necromancer level 16
59th Haze 122nd year of Ascendancy at 20:36 see stats
The secret city
Discovered the truth about mages.By buh the Yeek Necromancer level 22
23rd Regrowth 123rd year of Ascendancy at 16:31 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By buh the Yeek Necromancer level 41
39th Haze 123rd year of Ascendancy at 22:34 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By buh the Yeek Necromancer level 32
64th Pyre 123rd year of Ascendancy at 17:01 see stats
Treasure Hunter
Amassed 1000 gold pieces.By buh the Yeek Necromancer level 21
2nd Regrowth 123rd year of Ascendancy at 16:08 see stats
Unstoppable
Returned from the dead.By buh the Yeek Necromancer level 50
52nd Regrowth 125th year of Ascendancy at 22:00 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By buh the Yeek Necromancer level 30
61st Pyre 123rd year of Ascendancy at 17:05 see stats
You were not supposed to see that!
Read a Forbidden Tome.By buh the Yeek Necromancer level 50
34th Haze 124th year of Ascendancy at 14:38 see stats
Log
Islylle the Flame Terror hits Ghast for 378 physical damage.
Islylle the Flame Terror hits Ghast for 378 physical damage.
Islylle the Flame Terror hits Ghoulking for 378 physical damage.
Islylle the Flame Terror hits Armoured skeleton warrior for (282 to bones), 0 physical (0 total damage).
Islylle the Flame Terror hits Ghast for 315 physical damage.
Islylle the Flame Terror hits Ghoul for 318 physical damage.
Islylle the Flame Terror hits buh for 264 physical damage.
Islylle the Flame Terror hits Ghast for 378 physical damage.
Islylle the Flame Terror hits Ghast for 310 physical damage.
Islylle the Flame Terror hits Heavy bone giant for 154 physical damage.
Islylle the Flame Terror hits Ghast for 378 physical damage.
Islylle the Flame Terror hits Ghast for 315 physical damage.
Islylle the Flame Terror hits Ghoulking for 347 physical damage.
Xerotira the Herald hits Ghast for 240 physical damage.
Xerotira the Herald hits Ghast for 261 physical damage.
Xerotira the Herald hits Ghoulking for 315 physical damage.
Xerotira the Herald hits Ghast for 215 physical damage.
Xerotira the Herald hits Ghoulking for 285 physical damage.
Xerotira the Herald hits Armoured skeleton warrior for (187 to bones), 0 physical (0 total damage).
Xerotira the Herald hits Armoured skeleton warrior for 195 physical damage.
Xerotira the Herald hits Armoured skeleton warrior for 289 physical damage.
Xerotira the Herald hits Ghast for 145 physical damage.
Xerotira the Herald hits Ghoul for 295 physical damage.
Xerotira the Herald hits Heavy bone giant for 118 physical damage.
Xerotira the Herald hits Ghast for 257 physical damage.
Xerotira the Herald hits buh for 253 physical damage.
Xerotira the Herald hits Ghast for 345 physical damage.
Xerotira the Herald hits Ghast for 255 physical damage.
Xerotira the Herald hits Ghast for 315 physical damage.
buh the level 50 yeek necromancer was tortured to death by Xerotira the Herald on level 1 of Hidden Vault - Gorbat Pride (3).










































































































































