Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.4.0Official 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:
'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Sun's Vengeance Shader 1.2.3Adds a full-screen shader for the Sun's Vengeance proc. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.5Quality 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. Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Higher |
Class | Necromancer |
Level / Exp | 50 / 1917% |
Size | big |
Lifes / Deaths | Killed by Poremina the large white snake at level 30 on the 59th Pyre 123rd year of Ascendancy at 00:18 0 / 7Killed by Arayanne the large white snake at level 30 on the 61st Pyre 123rd year of Ascendancy at 12:20 Killed by fire drake at level 31 on the 4th Flare 123rd year of Ascendancy at 03:21 Killed by armoured skeleton warrior at level 35 on the 26th Haze 123rd year of Ascendancy at 00:44 Killed by Emelarivea the armoured skeleton warrior at level 38 on the 70th Regrowth 124th year of Ascendancy at 03:17 Killed by sand-drake at level 42 on the 45th Pyre 124th year of Ascendancy at 20:50 Killed by Emuda the gigantic sandworm tunneler at level 42 on the 47th Pyre 124th year of Ascendancy at 08:26 |
Primary Stats
Strength | 32 (base 16) |
Dexterity | 38 (base 22) |
Constitution | 25 (base 18) |
Magic | 140.38 (base 62) |
Willpower | 109.38 (base 60) |
Cunning | 105.38 (base 60) |
Resources
Life | 866/866 |
Mana | 686/1212 |
Positive | 174/227 |
Souls | 5/13 |
Healing Factor | 1.0000000000001 |
Regeneration | 0.25000000000003 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 5 |
See Stealth | 12.311235276428 |
See Invisible | 28.613530702126 |
Offense: Mainhand
Damage | 194 |
Accuracy | 35 |
Crit Chance | 36% |
APR | 60 |
Speed | 1.00 |
Offense: Spell
Spellpower | 105 |
Crit Chance | 87% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
All | +9% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 17.999999999999 (30%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 1 |
Physical Save | 61 |
Spell Save | 66 |
Mental Save | 57 |
Defense: Resistances
All | +128%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 25% |
Instadeath Resistance | 100% |
Poison Resistance | 25% |
Blind Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 44% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 802 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1028% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 11 turns. While Heroism is active, you will only die when reaching -1117 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 59%, your defense is increased by 59 and all your resistances by 59%. Its effects scale with your Cunning stat. |
Class Talents
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Necrotic minions | 1.56 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.26 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Keen Senses |
talent | Blurred Mortality |
talent | Chant of Fortress |
talent | Necrotic Aura |
beneficial effect | The target is using talents without consuming resources. Highborn's Bloom |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Increases your three highest stats by 23 and keeps you from dying even if your life drops to -1018. Heroism |
beneficial effect | The target's spellpower has been increased by 84. Spellsurge |
beneficial effect | The target is out of phase with reality, increasing defense by 59, resist all by 59%, and reducing the duration of detrimental timed effects by 59%. Out of Phase |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | The target ignores pain, reducing all damage taken by 42%. Pain Suppression |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by forest wight. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by shadow. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
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 talent Piercing Sight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 1282. | 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. | active |
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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 Maj'Eyal 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 to join the slavers and take part in their game. You won the ring of blood! | 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 | Aetherwalk (6 def, 0 armour) =spellpower= Aetherwalk (6 def, 0 armour) =spellpower=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 16 power out of 8/24. A wispy purple aura surrounds these translucent black boots. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 155, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 287.43 darkness damage (based on Mindpower and charge), costing 7 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Brightrune the dwarven-steel helm (9 def, 15 armour) =main= Brightrune the dwarven-steel helm (9 def, 15 armour) =main=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +15 Defense: +9 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +4% Changes resistances: +5% all Changes resistances penetration: +5% fire Changes damage: +6% fire Physical save: +36 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | dragonbone wand of conjuration 'Wretchoblivion' [power 241] (6 cooldown) =surge= dragonbone wand of conjuration 'Wretchoblivion' [power 241] (6 cooldown) =surge=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances penetration: +15% nature Talent granted: +4 Volcano Maximum encumbrance: +20 Physical save: +25 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 (+1 eff.) It can be used to fire a bolt of a random element with (base) damage 120 to 241, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 negative energy. 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 Archlich 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. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) 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 | Ring of the Dead 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 (+2 eff.) Spell save: +10 (+3 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. |
Around waist | Woenail WoenailInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Damage when hit (Melee): 8 darkness Changes stats: +4 Str / +4 Dex / +4 Wil / +3 Cun Changes resistances penetration: +15% darkness Changes damage: +9% darkness Physical save: +13 (+3 eff.) Spell save: +19 (+5 eff.) Mental save: +15 (+5 eff.) Maximum life: +30.00 Size category: +1 A belt that goes around your waist. |
In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 126 power out of 9/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
On hands | drakeskin leather gloves 'Shineimmortal' (0 def, 3 armour) =spellpower= drakeskin leather gloves 'Shineimmortal' (0 def, 3 armour) =spellpower=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 30% chance to blind Changes resistances: +3% lightning Changes damage: +3% lightning Mana each turn: +0.40 Spellpower: +16 (+3 eff.) Spell crit. chance: +8% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | elven-silk robe of Linaniil (5 def, 0 armour) =spellpower= elven-silk robe of Linaniil (5 def, 0 armour) =spellpower=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Mana each turn: +0.34 Maximum mana: +72.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Korihir the elven-silk cloak (18 def, 0 armour) =spellpower= Korihir the elven-silk cloak (18 def, 0 armour) =spellpower=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +2 (+1 eff.) Defense: +18 (+5 eff.) Fatigue: -4% Changes stats: +5 Mag / +6 Wil / +2 Con Changes resistances penetration: +14% arcane / +20% mind Changes damage: +13% arcane Critical mult.: +27.00% Physical save: +17 (+4 eff.) Spell save: +14 (+4 eff.) Only die when reaching: -40.00 life Maximum mana: +180.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | warrior's gold amulet of perfection (0.26 Spell / Necrotic minions,0.26 Technique / Combat training) warrior's gold amulet of perfection (0.26 Spell / Necrotic minions,0.26 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +5% physical Talent masteries: +0.26 Spell / Necrotic minions +0.26 Technique / Combat training Stamina each turn: +0.80 Amulets can have magical properties. |
Inventory
heroism infusion of the psychic (+19 for 10 turns, die at -650) heroism infusion of the psychic (+19 for 10 turns, die at -650)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -650 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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 ability. |
heroism infusion of the sneak (+20 for 13 turns, die at -884) heroism infusion of the sneak (+20 for 13 turns, die at -884)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 13 turns. While Heroism is active, you will only die when reaching -884 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning 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 ability. |
heroism infusion of the wizard (+26 for 10 turns, die at -873) heroism infusion of the wizard (+26 for 10 turns, die at -873)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 10 turns. While Heroism is active, you will only die when reaching -873 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
movement infusion of the psychic (1005% speed; 8 turns) movement infusion of the psychic (1005% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 1005% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 ability. |
movement infusion of the warrior (763% speed; 7 turns) movement infusion of the warrior (763% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 763% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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 ability. |
movement infusion of the wizard (900% speed; 6 turns) movement infusion of the wizard (900% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 900% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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 ability. |
regeneration infusion of the psychic (heal 687 over 5 turns) regeneration infusion of the psychic (heal 687 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 687 life over 5 turns. Its effects scale with your Willpower 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 ability. |
regeneration infusion of the psychic (heal 840 over 5 turns) regeneration infusion of the psychic (heal 840 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 840 life over 5 turns. Its effects scale with your Willpower 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 ability. |
regeneration infusion of the sneak (heal 526 over 5 turns) regeneration infusion of the sneak (heal 526 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 526 life over 5 turns. Its effects scale with your Cunning 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 ability. |
wild infusion of the psychic (resist 30%; cure physical) wild infusion of the psychic (resist 30%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (587.52 temporal damage, removed from time 4 turns) Rune of the Rift (587.52 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 640.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 753 for 6 turns) shielding rune of the sneak (absorb 753 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 753 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope 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! Most of them function better with a high Magic score. |
Galivon the gold amulet Galivon the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Fatigue: -6% Damage when hit (Melee): 16 physical Changes stats: +4 Mag Changes damage: +5% darkness / +6% temporal / +6% light / +12% physical Life regen: +0.20 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Limmir's Amulet of the Moon =main= Limmir's Amulet of the Moon =main=0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+4 eff.) Damage when hit (Melee): 34 darkness Changes damage: +29% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Spell crit. chance: +10% Mental crit. chance: +10% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets can have magical properties. |
Tozilahell =STR= Tozilahell =STR=Requires: - Level 25 Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +6 Cun / +15 Str Changes resistances: +3% blight / +5% arcane Changes resistances penetration: +10% temporal Amulets can have magical properties. This item has been sent to the Item's Vault. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 32 power out of 80/80) : Effective talent level: 1.0 Power cost: 32 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
voratun amulet 'Miregrinder' voratun amulet 'Miregrinder'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 light / 4 nature Changes resistances: +25% lightning / +16% temporal / +27% mind / +6% nature Changes resistances penetration: +20% light Changes damage: +3% nature Confusion immunity: +44% Pinning immunity: +32% Stun/Freeze immunity: +47% Knockback immunity: +35% Light radius: +2 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Boltslice BoltsliceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+9 eff.) Armour penetration: +15 Defense: +17 (+4 eff.) Fatigue: -10% Damage when hit (Melee): 8 darkness Changes resistances: +40% acid / +40% nature / +5% arcane Changes resistances penetration: +15% lightning / +5% arcane Changes damage: +20% acid / +20% nature / +6% arcane Maximum encumbrance: +38 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Gilodrantir the steel ring =STR= Gilodrantir the steel ring =STR=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +6% light Blindness immunity: +15% Silence immunity: +10% Confusion immunity: +5% Rings can have magical properties. |
Ulaldir the stralite ring =CON= Ulaldir the stralite ring =CON=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 10 bleed Damage when hit (Melee): 4 mind Changes stats: +1 Mag / +2 Cun / +4 Con Spell save: +23 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +2.60 Mana when firing critical spell: +1.00 Hate when firing a critical mind attack: +1.00 Maximum stamina: +33.00 Maximum hate: +9.00 Maximum psi: +30.00 Mindpower: +4 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Vargh Redemption =CON= Vargh Redemption =CON=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 37.30 cold and 22.71 physical damage (based on Willpower) each turn and knocking opponents back, costing 38 power out of 60/60. This azure ring seems to be always moist to the touch. |
Vorylaith the Hellream =spellpower= Vorylaith the Hellream =spellpower=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil / +10 Cun Changes resistances: +3% fire Changes resistances penetration: +10% acid Changes damage: +15% fire Mental save: +9 (+3 eff.) Confusion immunity: +31% Spellpower: +10 (+2 eff.) Mindpower: +9 (+2 eff.) Rings can have magical properties. |
copper ring 'Eilinimina' copper ring 'Eilinimina'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +5% arcane / +3% acid Maximum encumbrance: +20 Silence immunity: +5% Confusion immunity: +10% Rings can have magical properties. |
voratun ring 'Smearraze' voratun ring 'Smearraze'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +10 Str / +8 Wil / +8 Cun / +8 Con Changes resistances penetration: +10% physical Changes damage: +3% nature Maximum encumbrance: +30 Disarm immunity: +50% Pinning immunity: +44% Stun/Freeze immunity: +41% Knockback immunity: +41% Life regen: +3.70 Only die when reaching: -40.00 life Maximum life: +87.00 Maximum stamina: +20.00 Mindpower: +15 (+3 eff.) Rings can have magical properties. |
Kindlebloom the dragonbone vilestaff (30-36 power, 6 apr, darkness element) Kindlebloom the dragonbone vilestaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Str / +10 Mag / +10 Cun / +9 Con Changes resistances: +12% mind Changes resistances penetration: +10% light Changes damage: +30% darkness / +6% mind Talent granted: +1 Command Staff Critical mult.: +13.00% Physical save: +20 (+5 eff.) Life regen: +0.60 Vim when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +45.00 Maximum neg.energy: +50.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +15% Healing mod.: +5% It can be used to unleash an elemental blastwave, dealing 112.07 to 134.48 darkness damage in a radius 6 around the user, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone vilestaff (30-36 power, 6 apr, acid element) magewarrior's short dragonbone vilestaff (30-36 power, 6 apr, acid element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+8 eff.) Physical crit. chance: +10.0% Physical power: +14 (+5 eff.) Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Elutta the Unlighttaint (3 def, 0 armour) =STR= Elutta the Unlighttaint (3 def, 0 armour) =STR=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+15 eff.) Defense: +3 (+1 eff.) Fatigue: -8% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 20 fire Changes stats: +5 Str / +4 Dex / +4 Cun / +6 Con Changes resistances: +18% darkness Changes damage: +6% fire Physical save: +13 (+3 eff.) Maximum life: +196.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Emeledanne' (3 def, 0 armour) =main= elven-silk cloak 'Emeledanne' (3 def, 0 armour) =main=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Changes stats: +6 Dex / +2 Mag / +5 Cun Changes resistances: +19% blight / +20% nature / +22% darkness Changes resistances penetration: +19% darkness / +5% mind Changes damage: +25% darkness / +6% mind Stealth bonus: +10 Life regen: +3.00 Mana each turn: +0.08 Mana when firing critical spell: +3.00 Maximum life: +60.00 Mindpower: +6 (+1 eff.) Healing mod.: +30% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unbreakable Greaves (8 def, 20 armour) =STR= Unbreakable Greaves (8 def, 20 armour) =STR=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Xiyawen the pair of drakeskin leather boots (0 def, 5 armour) =surge= Xiyawen the pair of drakeskin leather boots (0 def, 5 armour) =surge=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +3 Wil Changes resistances penetration: +15% mind Spell save: +10 (+3 eff.) Silence immunity: +48% Confusion immunity: +50% Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A pair of boots made of leather. |
pair of drakeskin leather boots 'Glintwake' (2 def, 5 armour) pair of drakeskin leather boots 'Glintwake' (2 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 4 light Changes stats: +6 Mag Changes resistances: +12% light / +2% physical Reduces incoming crit damage: 5.00% Spell save: +8 (+2 eff.) Disease immunity: +10% Confusion immunity: +10% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
restorative pair of hardened leather boots of spellbinding (0 def, 3 armour) restorative pair of hardened leather boots of spellbinding (0 def, 3 armour)Requires: - Level 15 Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag Spell save: +3 (+1 eff.) Life regen: +2.10 Lowers spell cool-downs by: 10% Healing mod.: +17% A pair of boots made of leather. This item has been sent to the Item's Vault. |
Crystle's Astral Bindings (0 def, 0 armour) =surge= Crystle's Astral Bindings (0 def, 0 armour) =surge=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Layuwen the Woeoblivion (0 def, 3 armour) Layuwen the Woeoblivion (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 cold Damage when hit (Melee): 4 darkness Changes resistances: +10% cold Changes damage: +11% cold / +3% arcane / +27% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic iron gauntlets of dispersion (0 def, 5 armour) =main= heroic iron gauntlets of dispersion (0 def, 5 armour) =main=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 4 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +4% arcane Mental save: +6 (+2 eff.) Maximum life: +43.00 It can be used to activate talent Disperse Magic, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
Duskmarrow (7 def, 21 armour) =main= Duskmarrow (7 def, 21 armour) =main=Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Defense: +7 (+2 eff.) Fatigue: +18% Changes stats: +5 Str / +4 Con Changes resistances: +3% darkness Changes resistances penetration: +10% lightning / +25% darkness Physical save: +13 (+3 eff.) Life regen: +4.80 Stamina each turn: +1.30 Maximum life: +86.00 A suit of armour made of metal plates. |
1390 alchemist agate 1390 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. |
onyx 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. |
Daymarrow the dwarven-steel pickaxe (dig speed 7 turns) =main= Daymarrow the dwarven-steel pickaxe (dig speed 7 turns) =main=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Damage when hit (Melee): 12 fire Changes stats: +2 Str Changes resistances: +7% darkness / +7% fire / +3% light / +7% physical Changes damage: +9% light Lowers spell cool-downs by: 10% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 jade 3 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. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart 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, costing 70 power out of 110/110. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 63 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 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. |
Dragon Orb (Orb of Command) 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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) 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, costing 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) 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
47 alchemist bloodstone 47 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. |
3 bloodstone 3 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. |
2 fire opal 2 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. |
ruby 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1016.33 fire damage (based on Magic), costing 32 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 128 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (4/4) Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 830.06 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 16 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest 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), costing 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. |
Hettudesin the Ebonybringer [power 2] (7 cooldown) Hettudesin the Ebonybringer [power 2] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +5% darkness / +10% blight Changes damage: +6% blight Maximum vim: +10.00 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
Sepsisscar the dragonbone totem of thorny skin [power 90] (13 cooldown) Sepsisscar the dragonbone totem of thorny skin [power 90] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 41% Damage when hit (Melee): 12 nature Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +20% mind Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Ward Mental save: +3 (+1 eff.) Maximum hate: +4.00 Mindpower: +2 (+0 eff.) It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
Blindknave [power 22] (7 cooldown) Blindknave [power 22] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +2 Con Changes resistances: +3% darkness Changes damage: +9% darkness Talent cooldown: Void Blast (+6 turn) Talent granted: +5 Void Blast Critical mult.: +15.00% Equilibrium when hit: +0.04 It can be used to reveal the area around you, dispelling darkness (radius 22, power 111 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 29 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 19 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
3 diamond 3 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. |
7 pearl 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Higher Necro II the Higher Necromancer level 38
51st Regrowth 124th year of Ascendancy at 01:41 see stats
By Higher Necro II the Higher Necromancer level 37
49th Regrowth 124th year of Ascendancy at 05:25 see stats
By Higher Necro II the Higher Necromancer level 50
47th Regrowth 125th year of Ascendancy at 04:34 see stats
By Higher Necro II the Higher Necromancer level 47
72nd Dusk 124th year of Ascendancy at 01:45 see stats
By Higher Necro II the Higher Necromancer level 38
69th Regrowth 124th year of Ascendancy at 19:38 see stats
By Higher Necro II the Higher Necromancer level 47
64th Dusk 124th year of Ascendancy at 03:33 see stats
By Higher Necro II the Higher Necromancer level 41
23rd Pyre 124th year of Ascendancy at 12:09 see stats
By Higher Necro II the Higher Necromancer level 36
7th Allure 124th year of Ascendancy at 00:22 see stats
By Higher Necro II the Higher Necromancer level 32
20th Dusk 123rd year of Ascendancy at 05:32 see stats
By Higher Necro II the Higher Necromancer level 11
31st Dusk 122nd year of Ascendancy at 13:33 see stats
By Higher Necro II the Higher Necromancer level 40
17th Pyre 124th year of Ascendancy at 09:58 see stats
By Higher Necro II the Higher Necromancer level 31
3rd Flare 123rd year of Ascendancy at 20:36 see stats
By Higher Necro II the Higher Necromancer level 21
72nd Haze 122nd year of Ascendancy at 20:34 see stats
By Higher Necro II the Higher Necromancer level 11
31st Dusk 122nd year of Ascendancy at 13:33 see stats
By Higher Necro II the Higher Necromancer level 32
53rd Dusk 123rd year of Ascendancy at 23:57 see stats
By Higher Necro II the Higher Necromancer level 50
66th Regrowth 125th year of Ascendancy at 07:45 see stats
By Higher Necro II the Higher Necromancer level 50
62nd Haze 124th year of Ascendancy at 04:51 see stats
By Higher Necro II the Higher Necromancer level 28
26th Pyre 123rd year of Ascendancy at 01:50 see stats
By Higher Necro II the Higher Necromancer level 48
72nd Dusk 124th year of Ascendancy at 13:56 see stats
By Higher Necro II the Higher Necromancer level 10
18th Dusk 122nd year of Ascendancy at 18:45 see stats
By Higher Necro II the Higher Necromancer level 20
61st Haze 122nd year of Ascendancy at 15:14 see stats
By Higher Necro II the Higher Necromancer level 30
57th Pyre 123rd year of Ascendancy at 08:22 see stats
By Higher Necro II the Higher Necromancer level 40
15th Pyre 124th year of Ascendancy at 13:07 see stats
By Higher Necro II the Higher Necromancer level 50
27th Haze 124th year of Ascendancy at 05:08 see stats
By Higher Necro II the Higher Necromancer level 50
22nd Regrowth 125th year of Ascendancy at 15:25 see stats
By Higher Necro II the Higher Necromancer level 50
73rd Regrowth 125th year of Ascendancy at 02:28 see stats
By Higher Necro II the Higher Necromancer level 50
73rd Regrowth 125th year of Ascendancy at 08:05 see stats
By Higher Necro II the Higher Necromancer level 27
80th Regrowth 123rd year of Ascendancy at 19:46 see stats
By Higher Necro II the Higher Necromancer level 50
61st Haze 124th year of Ascendancy at 21:15 see stats
By Higher Necro II the Higher Necromancer level 24
4th Allure 123rd year of Ascendancy at 23:53 see stats
By Higher Necro II the Higher Necromancer level 40
17th Pyre 124th year of Ascendancy at 20:14 see stats
By Higher Necro II the Higher Necromancer level 26
35th Regrowth 123rd year of Ascendancy at 17:59 see stats
By Higher Necro II the Higher Necromancer level 9
5th Flare 122nd year of Ascendancy at 13:41 see stats
By Higher Necro II the Higher Necromancer level 50
73rd Regrowth 125th year of Ascendancy at 08:07 see stats
By Higher Necro II the Higher Necromancer level 50
70th Regrowth 125th year of Ascendancy at 04:11 see stats
By Higher Necro II the Higher Necromancer level 5
77th Pyre 122nd year of Ascendancy at 13:33 see stats
By Higher Necro II the Higher Necromancer level 42
67th Pyre 124th year of Ascendancy at 13:35 see stats
By Higher Necro II the Higher Necromancer level 31
3rd Flare 123rd year of Ascendancy at 03:30 see stats
By Higher Necro II the Higher Necromancer level 18
48th Haze 122nd year of Ascendancy at 14:56 see stats
By Higher Necro II the Higher Necromancer level 36
43rd Regrowth 124th year of Ascendancy at 07:51 see stats
Log
Higher Necro II wears (replacing elven-silk cloak 'Emeledanne' (3 def, 0 armour) =main=): Korihir the elven-silk cloak (18 def, 0 armour) =spellpower=.
Talent Invoke Darkness is ready to use.
Higher Necro II wears (replacing Duskmarrow (7 def, 21 armour) =main=): elven-silk robe of Linaniil (5 def, 0 armour) =spellpower=.
Talent Command Staff is ready to use.
Higher Necro II wears (replacing Crystle's Astral Bindings (0 def, 0 armour) =surge=): drakeskin leather gloves 'Shineimmortal' (0 def, 3 armour) =spellpower=.
The shield around Higher Necro II crumbles.
Talent Healing Light is ready to use.
Higher Necro II wears (replacing Limmir's Amulet of the Moon =main=): warrior's gold amulet of perfection (0.26 Spell / Necrotic minions,0.26 Technique / Combat training).
Higher Necro II uses Infusion: Wild.
Higher Necro II lessens the pain.
Higher Necro II uses Infusion: Heroism.
Higher Necro II casts Rune: Phase Door.
Higher Necro II is out of phase.
Higher Necro II casts Create Minions.
Higher Necro II uses Highborn's Bloom.
Higher Necro II casts Create Minions.
Eternal bone giant deactivates Bone Shield.
Higher Necro II feels pain again.
Higher Necro II is no longer surging arcane power.
Higher Necro II deactivates Necrotic Aura.
Higher Necro II deactivates Chant of Fortress.
Higher Necro II is no longer out of phase.
Higher Necro II deactivates Keen Senses.
Higher Necro II deactivates Blurred Mortality.