












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Necro Escort 1.7.2Adds a necromancer escort. 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. Actually Usable Bathe in Light 1.7.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Hedge Wizard Must Come 1.7.2Make Forest Troll Hedge-Wizard come at a higher probability. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 32 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Elena the ghast at level 30 on the 14th Regrowth 123rd year of Ascendancy at 20:46 0 / 7Killed by Nerowen the skeleton archer at level 31 on the 38th Regrowth 123rd year of Ascendancy at 19:25 Killed by Elena the ghast at level 31 on the 43rd Regrowth 123rd year of Ascendancy at 13:17 Killed by Elena the ghast at level 31 on the 43rd Regrowth 123rd year of Ascendancy at 15:11 Killed by Poltergeist Stormfront at level 32 on the 45th Regrowth 123rd year of Ascendancy at 04:51 Killed by Glorutta the ghoulking at level 32 on the 45th Regrowth 123rd year of Ascendancy at 12:42 Killed by Layulessra the ghoul at level 32 on the 45th Regrowth 123rd year of Ascendancy at 15:54 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 65 (base 60) |
| Magic | 80 (base 55) |
| Willpower | 27 (base 21) |
| Cunning | 12 (base 12) |
Resources
| Life | -640/601 |
| Mana | 318/461 |
| Soul | 16/19 |
| Healing Factor | 1.9241355335884 |
| Regeneration | 38.578917448447 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 8 |
| See Invisible | 8 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 20 |
| Crit Chance | 10% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 28 |
| Crit Chance | 14% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 22% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Light | +46% |
| Nature | +17% |
| Cold | +29% |
| All | +5% |
Offense: Damage Penetration
| Arcane | +10% |
| Light | +15% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 44 (35.65183292883%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 43 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 58%( 70%) |
| Light | + 70%( 70%) |
| Nature | + 56%( 70%) |
| Blight | + 59%( 70%) |
| Cold | + 70%( 70%) |
| Mind | + 56%( 70%) |
| All | + 55%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 10% |
| Teleport Resistance | 20% |
| Pinning Resistance | 49% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 317 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: 18 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 105 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 500 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 105 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: 22 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. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 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. | active |
You failed to protect the desperate necromancer from death by war hound. Escort: desperate necromancer (level 1 of Daikara) | failed |
You failed to protect the desperate necromancer from death by Belurin the skeleton warrior. Escort: desperate necromancer (level 1 of Dreadfell) | failed |
You failed to protect the desperate necromancer from death by Aeridavena the snow giant thunderer. Escort: desperate necromancer (level 2 of Daikara) | failed |
You successfully escorted the desperate necromancer to the recall portal on level 2 of Trollmire. Escort: desperate necromancer (level 2 of Trollmire)As a reward you improved talent Blurred Mortality (+1 level(s)). | done |
You successfully escorted the desperate necromancer to the recall portal on level 3 of Trollmire. Escort: desperate necromancer (level 3 of Trollmire)As a reward you improved talent Blurred Mortality (+1 level(s)). | done |
You failed to protect the desperate necromancer from death by Wrathroot. Escort: desperate necromancer (level 4 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * 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 Horned Horror. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed minotaur nose. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | restorative pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Life regen: +3.00 Healing mod.: +10% A pair of boots made of leather. |
| Quiver | 455 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. |
| Light source | alchemist's lamp 'Scumnaught' =water=Powered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% * 20% chance to reduce armor by 43% Changes stats: +5 Mag Changes resistances: +10% blight / +8% darkness / +11% light Changes damage: +7% darkness / +12% nature Damage affinity(heal): +5% darkness Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Light radius: +6 Infravision radius: +8 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 220.51 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Relgokan (6 def, 21 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +21 Defense: +6 (+3 eff.) Fatigue: +3% Changes resistances: +3% cold / +3% mind / +4% all Physical save: +9 (+3 eff.) Spell save: +6 (+2 eff.) Cut immunity: +10% Stun/Freeze immunity: +20% Teleport immunity: +20% A cap made of leather. |
| On hands | Delymnir the Lavapanic (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 6 fire Changes stats: +5 Mag Changes resistances penetration: +10% arcane Life regen: +4.00 Stamina each turn: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum stamina: +12.00 Maximum vim: +50.00 Spellpower: +10 (+2 eff.) 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 | iron pickaxe of quickening (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | RainvaultPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +9 Defense: +10 (+4 eff.) Damage when hit (Melee): 8 lightning / 4 cold Changes stats: +4 Mag Changes damage: +9% cold Spell save: +8 (+3 eff.) Disarm immunity: +22% Pinning immunity: +29% Knockback immunity: +26% Maximum life: +36.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | painweaver's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes damage: +5% all Life regen: +8.00 Maximum life: +47.00 Spellpower: +7 (+1 eff.) Mindpower: +7 (+3 eff.) Healing mod.: +11% Rings make your fingers look great! |
| Around neck | restful steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Mag Life regen: +2.00 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Amulets make your neck look great! |
| In main hand | Yvada the ash starstaff (15-18 power, 3 apr, light element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +6.0% Physical power: +9 (+4 eff.) Defense: +12 (+5 eff.) Changes stats: +5 Con Changes resistances: +3% nature / +12% cold Changes damage: +15% light Talent granted: +1 Command Staff Spell save: +6 (+2 eff.) Pinning immunity: +20% Life regen: +0.80 Spellpower: +17 (+4 eff.) Spell crit. chance: +5% Light radius: +3 Healing mod.: +16% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 146.68 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | hardened leather belt 'Blazeblight'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Mag Changes resistances: +6% light Changes resistances penetration: +15% light Changes damage: +6% light Physical save: +21 (+7 eff.) Mana each turn: +0.15 Maximum mana: +32.00 Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
| In off hand | Bloomsoul (8-9 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 10/40) : Effective talent level: 1.0 Power cost: 40 out of 10/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 20 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | Isidatha the Rainoracle (10 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +10 (+4 eff.) Changes resistances: +21% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Physical save: +26 (+9 eff.) Spell save: +14 (+5 eff.) Mental save: +24 (+12 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | focusing elven-silk robe of light (+30%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +30% light / +15% all Changes damage: +20% light Mana each turn: +0.26 Psi each turn: +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
biting gale rune of the titan (damage 244; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 243.81 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 Constitution 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. |
Daneth's Neckguard =str=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. |
SamitochakCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Damage when hit (Melee): 6 mind Changes stats: +8 Wil Changes resistances penetration: +25% physical Talent masteries: +0.15 Spell / Glacial waste +0.15 Spell / Eradication Only die when reaching: -80.00 life Amulets make your neck look great! |
insulating steel amulet of willpower (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +13% fire / +12% cold Amulets make your neck look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+7 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
conjurer's steel ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +13% acid / +13% fire / +13% lightning / +14% cold Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +6 Str / +4 Con Rings make your fingers look great! |
steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +7.00 Maximum life: +44.00 Healing mod.: +12% Rings make your fingers look great! |
Naturemalice the gold ring =dex=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +1 Str / +3 Dex / +3 Mag / +2 Cun / +1 Con Changes resistances: +33% nature Changes damage: +12% nature Rings make your fingers look great! |
conjurer's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Blindness immunity: +26% Spellpower: +8 (+2 eff.) Infravision radius: +4 See stealth: +8 See invisible: +6 Rings make your fingers look great! |
pixie's gold ring of misery =cun=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 20 Damage (Melee): 9 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 20 Damage (Ranged): 7 physical Changes stats: +6 Cun / +3 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +8 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
sneakthief's gold ring of perseverance =dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +6 Cun / +6 Dex Stun/Freeze immunity: +33% Life regen: +2.00 Rings make your fingers look great! |
prismatic hardened leather armour of the hero (9 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Dex / +6 Mag / +5 Wil / +5 Cun Changes resistances: +13% light / +13% darkness Maximum life: +30.00 A suit of armour made of leather. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 22.10 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Mighty Girdle =mg=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's rough leather belt of unlife =water=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +5% blight Damage against: +15% Summoned Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
drakeskin leather belt 'Mayita' =cun=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +1 Mag / +6 Wil / +11 Cun / +3 Con Changes resistances: +9% acid / +9% fire / +8% lightning / +7% cold Damage against: +37% Summoned Reduced damage from: +33% Summoned Reduces incoming crit damage: 15.00% Maximum life: +39.00 A belt that goes around your waist. |
pair of rough leather boots 'Dagydar' (0 def, 1 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes resistances: +3% acid Changes resistances penetration: +15% mind / +15% acid Changes damage: +3% acid / +18% mind Stealth bonus: +6 A pair of boots made of leather. |
Samotar the rough leather gloves (0 def, 1 armour) =str dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Changes stats: +5 Str / +7 Dex / +5 Con Changes damage: +15% arcane Reduces incoming crit damage: 15.00% 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. |
Radianceravager the hardened leather gloves (0 def, 2 armour) =wil=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 acid Changes stats: +8 Wil Changes resistances: +6% acid Changes damage: +7% acid / +6% cold Hate when firing a critical mind attack: +4.00 Mindpower: +10 (+5 eff.) Light radius: +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. |
rough leather cap of dexterity (+3) (0 def, 1 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus =cf1=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.) 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. |
TreebrightInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +4 Wil / +3 Con Changes resistances: +7% blight / +6% nature Changes resistances penetration: +5% nature / +10% fire Changes damage: +9% mind / +3% fire Life regen: +3.00 Maximum life: +49.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 25/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Mayimira (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Wil Changes resistances: +6% acid / +5% arcane / +9% nature / +3% darkness Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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. |
focusing ash wand of shielding [power 182] (2/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Hurerobers' [power 225] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +12% blight Mental save: +3 (+2 eff.) Silence immunity: +10% Disarm immunity: +20% It can be used to fire a magical bolt dealing 290 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Heal for 48. * Increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jamarannen the Cornac Necromancer level 9
5th Dusk 122nd year of Ascendancy at 18:02 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun.By Jamarannen the Cornac Necromancer level 29
72nd Haze 122nd year of Ascendancy at 00:39 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Jamarannen the Cornac Necromancer level 22
39th Haze 122nd year of Ascendancy at 20:50 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Jamarannen the Cornac Necromancer level 10
19th Dusk 122nd year of Ascendancy at 18:34 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Jamarannen the Cornac Necromancer level 20
28th Haze 122nd year of Ascendancy at 09:17 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Jamarannen the Cornac Necromancer level 30
12nd Regrowth 123rd year of Ascendancy at 20:56 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Jamarannen the Cornac Necromancer level 29
6th Allure 123rd year of Ascendancy at 16:10 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Jamarannen the Cornac Necromancer level 11
53rd Dusk 122nd year of Ascendancy at 05:24 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Jamarannen the Cornac Necromancer level 8
3rd Mirth 122nd year of Ascendancy at 15:26 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Jamarannen the Cornac Necromancer level 7
1st Mirth 122nd year of Ascendancy at 06:57 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Jamarannen the Cornac Necromancer level 26
50th Haze 122nd year of Ascendancy at 21:38 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Jamarannen the Cornac Necromancer level 17
9th Haze 122nd year of Ascendancy at 16:47 see stats
Log
Jamarannen's spell attains critical power!
Your shield crumbles under the damage!
The shield around Jamarannen crumbles.
Armoured skeleton warrior is dazed!
Jamarannen reflects damage back to Arewyn the skeleton archer!
Searing Sight hits Armoured skeleton warrior for 30 light damage.
Searing Sight hits Armoured skeleton warrior for 36 light damage.
Searing Sight hits Jamarannen for (5 absorbed), 19 light (19 total damage).
Dire Plague from Jamarannen hits Ghoul for 358 darkness, 142 darkness (500 total damage).
Dire Plague from Jamarannen hits Eternal bone giant for (208 absorbed), 0 darkness (0 total damage).
Dire Plague from Jamarannen hits Glorutta the ghoulking for 67 darkness damage.
Jamarannen hits Arewyn the skeleton archer for (5 absorbed), 5 reflected (5 total damage).
Dire Plague from Jamarannen hits Heavy bone giant for 94 darkness damage.
Dire Plague from Jamarannen hits Eternal bone giant for (55 absorbed), 0 darkness (0 total damage).
Dire Plague from Jamarannen hits Arewyn the skeleton archer for (79 absorbed), 0 darkness (0 total damage).
Dire Plague from Jamarannen hits Layulessra the ghoul for 94 darkness damage.
Jamarannen casts Ghost Walk.
Jamarannen's form becomes intangible!
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior uses Shield Pummel.
Arewyn the skeleton archer shrugs off the effect 'Stunned'!
Rotting Disease from Ghoul hits Armoured skeleton warrior for 40 blight damage.
Armoured skeleton warrior hits Ghoul for 144 physical, 11 acid, 12 fire, 52 physical, 22 acid, 24 fire, 59 physical, 22 acid, 24 fire (371 total damage).
Ghoul resists the crepuscule!
Acid Splash from Layulessra the ghoul hits Jamarannen for 9 acid damage.
Jamarannen hits Mayawen the skeleton warrior for (83 flat reduction), 144 darkness (144 total damage).
Jamarannen hits Ghoul for 239 darkness damage.
Jamarannen hits Glorutta the ghoulking for 199 darkness damage.
Jamarannen the level 32 cornac necromancer was corroded to death by Layulessra the ghoul on level 4 of Ruined halfling complex.
































































































