










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Select your Escorts 1.7.0Allows 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. Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Hedge Wizard Must Come 1.7.2Make Forest Troll Hedge-Wizard come at a higher probability. New Alchemist 1.7.2Full remake of Alchemist and gems: Changes for gems: Remake of Golem: |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 37 / 58% |
Size | medium |
Lifes / Deaths | Killed by Zubegavea the squid at level 20 on the 1st Time of Equilibrium 122nd year of Ascendancy at 08:21 1 / 9Killed by Cyrota the elven cultist at level 29 on the 77th Haze 122nd year of Ascendancy at 05:07 Killed by The Master at level 35 on the 15th Regrowth 123rd year of Ascendancy at 14:19 Killed by Bethariathra the skeleton archer at level 35 on the 15th Regrowth 123rd year of Ascendancy at 17:50 Killed by Bethariathra the skeleton archer at level 37 on the 51st Pyre 123rd year of Ascendancy at 00:57 Killed by Voruremira the rotting mummy at level 37 on the 66th Pyre 123rd year of Ascendancy at 12:24 Killed by Mayywe the ancient elven mummy at level 37 on the 67th Pyre 123rd year of Ascendancy at 00:04 Killed by beam trap at level 37 on the 67th Pyre 123rd year of Ascendancy at 00:12 Killed by Adieru at level 37 on the 67th Pyre 123rd year of Ascendancy at 00:24 |
Primary Stats
Strength | 50 (base 37) |
Dexterity | 50 (base 40) |
Constitution | 60 (base 47) |
Magic | 94 (base 60) |
Willpower | 79 (base 47) |
Cunning | 50 (base 24) |
Resources
Life | 1079/1079 |
Mana | 787/797 |
Soul | 18/20 |
Healing Factor | 1.4500507772247 |
Regeneration | 20.663223575452 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 10 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 71 |
Accuracy | 63 |
Crit Chance | 54% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 63 |
Crit Chance | 58% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +6% |
Cold | +25% |
All | 0% |
Darkness | +7% |
Light | +8% |
Temporal | +16% |
Physical | +7% |
Nature | +18% |
Offense: Damage Penetration
Acid | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 71 (62.946778433524%) |
Defense | 92 |
Ranged Defense | 92 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 68 |
Mental Save | 78 |
Defense: Resistances
Darkness | + 55%( 70%) |
Lightning | + 54%( 70%) |
Light | + 22%( 70%) |
Temporal | + 35%( 70%) |
Blight | + 30%( 70%) |
Acid | + 47%( 70%) |
Cold | + 34%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 72% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 423 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 122 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: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 570 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Age of dusk | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master necromancer | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Animus | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Spell / Stone alchemy | 0.90 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Undead / Lich | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the desperate necromancer from death by Belina the snow giant chieftain. Escort: desperate necromancer (level 1 of Daikara) | failed |
You successfully escorted the desperate necromancer to the recall portal on level 2 of Dreadfell. Escort: desperate necromancer (level 2 of Dreadfell) | done |
You failed to protect the desperate necromancer from death by Polarivena the ghoul. Escort: desperate necromancer (level 3 of Dreadfell) | failed |
You failed to protect the desperate necromancer from death by Xanaselle the skeleton archer. Escort: desperate necromancer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.90). | done |
You failed to protect the lost spellblade from death by Gloroyama the large white snake. Escort: lost spellblade (level 2 of Old Forest) | failed |
You successfully escorted the lost spellblade to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost spellblade (level 2 of Ruins of Kor'Pul)As a reward you improved talent Arcane Reconstruction (+2 level(s)). | done |
You successfully escorted the lost spellblade to the recall portal on level 4 of Old Forest. Escort: lost spellblade (level 4 of Old Forest)As a reward you improved talent Shielding (+2 level(s)). | 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 |
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 |
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 Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +30 (+6 eff.) Changes resistances: +6% blight / +6% temporal / +6% light Changes damage: +18% nature Mental save: +9 (+2 eff.) Disease immunity: +20% Light radius: +2 Infravision radius: +2 A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +5 Wil Critical mult.: +13.00% Maximum life: +45.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +32 (+6 eff.) Damage when hit (Melee): 10 lightning / 4 darkness Changes stats: +7 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Equilibrium when hit: +1.20 Psi when hit: +1.20 Hate when hit: +1.00 A pointy cloth hat, very wizardly... |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +7 Critical mult.: +9.00% Mental save: +11 (+3 eff.) Maximum life: +65.00 Spell crit. chance: +10% Mental crit. chance: +13% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +3 Physical crit. chance: +5.0% Armour: +16 Physical save: +9 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Str / +5 Mag / +3 Con Changes damage: +6% arcane Spell save: +12 (+3 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +26% Life regen: +8.00 Maximum life: +52.00 Maximum stamina: +17.00 Light radius: +2 Healing mod.: +12% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +30% acid / +9% temporal / +6% lightning Changes damage: +15% acid Mental save: +12 (+3 eff.) Cut immunity: +20% Confusion immunity: +46% Stun/Freeze immunity: +30% Life regen: +6.00 Only die when reaching: -20.00 life Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances penetration: +10% acid Changes damage: +8% light / +7% temporal / +7% darkness / +7% physical Physical save: +18 (+6 eff.) Spell save: +23 (+6 eff.) Mental save: +34 (+7 eff.) Blindness immunity: +25% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +15 (+3 eff.) Mental crit. chance: +4% Infravision radius: +6 Sight radius: +2 See invisible: +11 Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +7.0% Physical power: +9 (+3 eff.) Changes damage: +25% cold Talent granted: +1 Command Staff Mana each turn: +0.20 Spellpower: +31 (+7 eff.) Spell crit. chance: +7% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +8 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +12% lightning / +6% temporal / +6% darkness Stun/Freeze immunity: +20% Infravision radius: +2 See invisible: +3 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +25 nature When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Changes stats: +2 Mag Critical mult.: +26.00% Reduces incoming crit damage: 10.00% Mana each turn: +0.08 Maximum mana: +100.00 Spellpower: +10 (+2 eff.) Sharp, short and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +23 (+4 eff.) Changes stats: +5 Wil Changes resistances: +20% darkness / +6% acid Reduces incoming crit damage: 10.00% Physical save: +19 (+6 eff.) Spell save: +19 (+5 eff.) Mental save: +17 (+4 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +30 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +23 Defense: +44 (+8 eff.) Fatigue: +8% Changes stats: +4 Cun Changes resistances: +9% blight / +27% lightning / +5% all Changes damage: +9% temporal Spell save: +6 (+2 eff.) Mental save: +24 (+5 eff.) Stun/Freeze immunity: +20% Maximum life: +60.00 A suit of armour made of leather. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 175.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 106 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 15 temporal Changes stats: +15 Str / +9 Dex / +8 Con Changes resistances: +15% lightning / +7% arcane Physical save: +18 (+6 eff.) Cut immunity: +30% Disarm immunity: +30% Teleport immunity: +30% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 6 arcane Changes stats: +5 Dex / +3 Mag / +8 Cun Changes damage: +3% arcane Maximum encumbrance: +24 Spellpower: +6 (+1 eff.) Damage Shield penetration: +20% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +7 (+1 eff.) Damage when hit (Melee): 2 nature Changes stats: +6 Cun / +6 Dex Changes resistances: +10% blight / +6% fire / +12% nature Changes damage: +10% blight Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 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 29% for 5 turns. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Mag / +3 Wil / +6 Con Changes resistances: +9% fire / +32% cold Changes resistances penetration: +20% blight Changes damage: +16% cold Reduces incoming crit damage: 15.00% Light radius: +2 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +8 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +6% blight / +6% fire / +6% light Changes damage: +3% darkness Physical save: +12 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 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 35% for 5 turns. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Dex / +6 Mag / +10 Wil / +4 Con Changes damage: +9% cold Reduces incoming crit damage: 10.00% Disarm immunity: +29% Pinning immunity: +36% Knockback immunity: +32% Maximum life: +33.00 Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +13 (+2 eff.) Changes stats: +5 Mag / +3 Wil Changes resistances: +3% lightning / +3% cold Disarm immunity: +36% Knockback immunity: +20% Life regen: +4.00 Spellpower: +10 (+2 eff.) Massive two-handed swords. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() swashbuckler's stralite shield of resistance (0 def, 8 armour, 146.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +19 (+5 eff.) Armour: +8 Fatigue: +8% Changes stats: +7 Str / +10 Dex Changes resistances: +12% acid / +12% fire / +12% lightning / +12% cold Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +31 Fatigue: +8% Changes resistances: +9% lightning / +26% cold Talent granted: +1 Block Maximum life: +68.00 Spell crit. chance: +4% Handheld deflection devices. |
![]() voratun shield (0 def, 10 armour, 195.5 block) Requires: - Shield usage training - Strength 48 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() focusing mummy wrappings (5 def, 2 armour) Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +8 Wil / +16 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Mana each turn: +0.31 Psi each turn: +0.34 Spellpower: +13 (+3 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +9 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +13 (+3 eff.) Decaying mummy wrappings. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +10% blight / +15% all Life regen: +5.00 Maximum life: +67.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +11 Defense: +21 (+4 eff.) Fatigue: +7% Damage (Melee): 5 fire Damage (Ranged): 6 fire Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +33% fire / +3% cold / +10% physical Spell save: +6 (+2 eff.) Life regen: +3.80 Maximum life: +30.00 Healing mod.: +10% A suit of armour made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +6% darkness Physical save: +6 (+2 eff.) Confusion immunity: +20% Life regen: +4.00 Only die when reaching: -60.00 life Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Defense: +15 (+3 eff.) Changes stats: +2 Cun / +1 Con Changes resistances: +3% mind / +3% blight Physical save: +26 (+8 eff.) Mental save: +11 (+3 eff.) A pair of boots made of leather. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Defense: +15 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 13 fire Changes stats: +5 Str / +4 Wil / +7 Con Changes resistances: +9% fire Changes damage: +8% fire Talent mastery: +0.20 Technique / Grappling Critical mult.: +10.00% Disarm immunity: +33% Life regen: +9.00 Stamina each turn: +1.70 Maximum stamina: +33.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 40% Changes stats: +7 Cun / +7 Mag Changes resistances: +9% cold Spell save: +18 (+5 eff.) Mental save: +11 (+3 eff.) Spellpower: +30 (+7 eff.) A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Changes stats: +9 Str / +5 Dex / +5 Mag / +9 Wil / +5 Cun / +5 Con Changes resistances: +3% temporal / +6% physical Changes damage: +12% mind Physical save: +6 (+2 eff.) Cut immunity: +20% Maximum life: +80.00 A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Defense: +6 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +11% nature Spell save: +4 (+1 eff.) Maximum life: +58.00 Healing mod.: +10% A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+2 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 70.41 fire and 75.34 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) When used as an alchemist bomb: gain 20 defense for 5 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 2 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes resistances: +30% lightning When used to imbue an object: Changes resistances: +30% lightning When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +6% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +6% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Deals 12% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: Bomb thrown range +4 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Casting speed: +10% When used to imbue an object: Casting speed: +10% When used as an alchemist bomb: 50% chance to cleanse one magical debuff Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Healing mod.: +20% When used to imbue an object: Healing mod.: +20% When used as an alchemist bomb: Increases healing factor by 30% for 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Mana each turn: +2.00 When used to imbue an object: Mana each turn: +2.00 When used as an alchemist bomb: Mana regain 40 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +9% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +9% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Deals 18% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Deals 10% extra physical knockback damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Changes resistances: +5% all When used to imbue an object: Changes resistances: +5% all When used as an alchemist bomb: Gain affinity for all damage by 5% in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Mana when firing critical spell: +8.00 When used to imbue an object: Mana when firing critical spell: +8.00 When used as an alchemist bomb: Mana regain 60 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes resistances penetration: +12% all When used to imbue an object: Accuracy: +12 (+3 eff.) Changes resistances penetration: +12% all When used as an alchemist bomb: 50% chance to disarm Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +12% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +12% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Deals 24% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Defense: +16 (+3 eff.) Physical save: +16 (+5 eff.) Spell save: +16 (+4 eff.) Mental save: +16 (+4 eff.) When used to imbue an object: Defense: +16 (+3 eff.) Physical save: +16 (+5 eff.) Spell save: +16 (+4 eff.) Mental save: +16 (+4 eff.) When used as an alchemist bomb: Deals 12% extra ice damage, may freeze or wet target. Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Regen 150 life in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Movement speed: +25% When used to imbue an object: Movement speed: +25% When used as an alchemist bomb: Gain one free move in 2 turns (stacks for 3 times) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +15% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +15% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Deals 30% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Physical save: +20 (+6 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) When used to imbue an object: Defense: +20 (+4 eff.) Physical save: +20 (+6 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) When used as an alchemist bomb: 50% chance to silence for 2 turns Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +10 Changes resistances: +5% all When used to imbue an object: Armour: +10 Changes resistances: +5% all When used as an alchemist bomb: Gain 25 armor in 3 turns (stacks for 3 times) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Gem related talents Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Requires: - Gem related talents Powered 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.) When used as an alchemist bomb: Bomb damage +15% 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. |
![]() Requires: - Gem related talents Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 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. |
![]() Requires: - Gem related talents Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered 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 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +37 (+12 eff.) Changes stats: +7 Str / +4 Dex / +3 Cun Changes resistances: +15% fire Changes resistances penetration: +15% mind Changes damage: +9% mind Critical mult.: +20.00% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Dex / +4 Mag / +8 Con Changes resistances: +5% arcane Changes damage: +18% blight Light radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 64 lightning damage and will be dazed for 1 turn (320 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 64. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Adieru the Lich Necromancer level 37
36th Pyre 123rd year of Ascendancy at 17:05 see stats
By Adieru the Cornac Necromancer level 13
32nd Dusk 122nd year of Ascendancy at 02:51 see stats
By Adieru the Lich Necromancer level 32
8th Regrowth 123rd year of Ascendancy at 10:12 see stats
By Adieru the Lich Necromancer level 21
39th Haze 122nd year of Ascendancy at 13:45 see stats
By Adieru the Lich Necromancer level 37
37th Pyre 123rd year of Ascendancy at 07:55 see stats
By Adieru the Cornac Necromancer level 10
13rd Dusk 122nd year of Ascendancy at 00:50 see stats
By Adieru the Cornac Necromancer level 20
79th Dusk 122nd year of Ascendancy at 03:31 see stats
By Adieru the Lich Necromancer level 30
1st Wintertide 123rd year of Ascendancy at 02:08 see stats
By Adieru the Lich Necromancer level 20
1st Time of Equilibrium 122nd year of Ascendancy at 08:21 see stats
By Adieru the Lich Necromancer level 35
66th Regrowth 123rd year of Ascendancy at 19:15 see stats
By Adieru the Lich Necromancer level 29
6th Decay 122nd year of Ascendancy at 20:48 see stats
By Adieru the Lich Necromancer level 22
47th Haze 122nd year of Ascendancy at 23:02 see stats
By Adieru the Cornac Necromancer level 10
25th Dusk 122nd year of Ascendancy at 08:18 see stats
By Adieru the Cornac Necromancer level 9
6th Dusk 122nd year of Ascendancy at 15:35 see stats
By Adieru the Cornac Necromancer level 9
9th Dusk 122nd year of Ascendancy at 16:47 see stats
By Adieru the Lich Necromancer level 21
41st Haze 122nd year of Ascendancy at 07:52 see stats
By Adieru the Cornac Necromancer level 16
62nd Dusk 122nd year of Ascendancy at 21:28 see stats
By Adieru the Lich Necromancer level 37
67th Pyre 123rd year of Ascendancy at 00:24 see stats
Log
The shield around heavy bone giant crumbles.
Mayywe the ancient elven mummy activates a prepared device.
The shield around Mayywe the ancient elven mummy crumbles.
Mayywe the ancient elven mummy's beam trap hits Adieru for 372 arcane damage.
Mayywe the ancient elven mummy's beam trap hits Mayywe the ancient elven mummy for (96 flat reduction), (115 absorbed), 124 arcane (124 total damage).
Adieru the level 37 lich necromancer was energised to death by a Mayywe the ancient elven mummy's beam trap on level 1 of Elven Ruins.
You have 1 life(s) left.
The shield around skeleton master archer crumbles.
Skeleton master archer deactivates Through The Crowd.
Skeleton mage deactivates Through The Crowd.
Heavy bone giant deactivates Through The Crowd.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Mayywe the ancient elven mummy's beam trap killed Adieru!
Saving game...
Skeleton master archer activates Through The Crowd.
Skeleton mage activates Through The Crowd.
Heavy bone giant activates Through The Crowd.
Adieru's spell attains critical power!
Adieru unleashes a blast of frostdusk as he crosses the veil!
Talent Rune: Reflection Shield is ready to use.
Talent Putrescent Liquefaction is ready to use.
Talent Doomed For Eternity is ready to use.
Talent Spikes of Decrepitude is ready to use.
Talent Arcane Reconstruction is ready to use.
Adieru activates Spikes of Decrepitude.
Personal New Achievement: Utterly Destroyed (Madness (Adventure) difficulty)!
Saving done.