










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: Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Items Vault 1.7.0Donators/Buyers bonus! 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. The Burning Coals 1.4.9This was created by Speeder, who has not played in 5+ years under that name. This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points. The difference between this addon and the one uploaded by speeder is the racial passive on speeder's was set to reduce life reduction each talent point instead of the advertised fire damage, I removed the life regeneration reduction and re-enabled the fire damage. I did this because this race would have amazing synergy with The Shining One demented class and I wanted to do a playthrough like that. Hedge Wizard Must Come 1.7.2Make Forest Troll Hedge-Wizard come at a higher probability. 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: |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 31 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by fire dragon at level 26 on the 6th Haze 122nd year of Ascendancy at 05:29 2 / 4Killed by Sileta the skeleton warrior at level 30 on the 73rd Haze 122nd year of Ascendancy at 10:23 Killed by shadow at level 31 on the 4th Decay 122nd year of Ascendancy at 04:48 Killed by Betyna the crimson ooze at level 31 on the 1st Allure 123rd year of Ascendancy at 16:42 |
Primary Stats
| Strength | 21 (base 14) |
| Dexterity | 34 (base 14) |
| Constitution | 59 (base 56) |
| Magic | 64 (base 49) |
| Willpower | 57 (base 46) |
| Cunning | 52 (base 17) |
Resources
| Life | 806/806 |
| Mana | 300/300 |
| Soul | 16/16 |
| Healing Factor | 1.3251133323991 |
| Regeneration | 12.257298324692 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Stealth | 7 |
| See Invisible | 19 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 36 |
| Crit Chance | 29% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 36 |
| Crit Chance | 41% |
| APR | 39 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +32% |
| Lightning | +5% |
| Arcane | +3% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +40% |
| Darkness | +75% |
| Lightning | +40% |
| Cold | +75% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 51.950112556748 (71.69962066283%) |
| Defense | 79 |
| Ranged Defense | 79 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 61 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 26%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 32%( 70%) |
| Physical | + 27%( 70%) |
| Darkness | + 28%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Teleport Resistance | 49% |
| Pinning Resistance | 10% |
| Disarm Resistance | 50% |
| Confusion Resistance | 66% |
| Knockback Resistance | 40% |
| Stun Resistance | 54% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
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 657 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 155 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1031% for 10 turns (464 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 146 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: 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. |
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 / 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 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Spell / Animus | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Spell / Master necromancer | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Reaping |
| talent | Golden Age of Necromancy |
| talent | Aura of Undeath |
| talent | Defensive Posture |
| talent | Suffer For Me |
| talent | Shielding |
| talent | Eternal Night |
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 |
You failed to protect the desperate necromancer from death by giant venus flytrap. Escort: desperate necromancer (level 2 of Old Forest) | failed |
You failed to protect the desperate necromancer from death by Emalebrewen the copperhead snake. Escort: desperate necromancer (level 3 of Scintillating Caves) | failed |
You failed to protect the lost defiler from death by Bethille the ghoul. Escort: lost defiler (level 1 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Emunor the snow giant boulder thrower. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost spellblade to the recall portal on level 2 of Trollmire. Escort: lost spellblade (level 2 of Trollmire)As a reward you improved talent Arcane Reconstruction (+2 level(s)). | done |
You successfully escorted the lost spellblade to the recall portal on level 3 of Trollmire. Escort: lost spellblade (level 3 of Trollmire)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. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 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 Shardskin. * 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 11. | 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 AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed naga tongue. * You've found the needed multi-hued wyrm scale. | 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 |
Equipment
| On feet | Takath (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 blight Changes stats: +2 Cun / +3 Wil Changes resistances: +3% light / +6% nature Changes damage: +3% arcane Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Pinning immunity: +10% Only die when reaching: -40.00 life A pair of boots made of leather. |
| Quiver | 272 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 | watchleader's alchemist's lamp of corpselight =water=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% blight / +7% darkness Blindness immunity: +30% Confusion immunity: +17% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +7 Infravision radius: +4 See stealth: +7 See invisible: +16 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Betonn the Murkjam (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 55% * 20% chance to reduce damage dealt by 23% Changes resistances: +6% lightning / +6% temporal Life regen: +4.00 Maximum life: +60.00 A cap made of leather. |
| On hands | Chalekalthosus (30 def, 13 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +13 Defense: +30 (+6 eff.) Damage (Melee): 6 lightning Changes stats: +2 Str Changes resistances: +6% lightning / +3% physical Changes damage: +5% lightning Stun/Freeze immunity: +20% Maximum life: +40.00 Maximum stamina: +20.00 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. |
| Tool | yew totem of stinging 'Skyshine' [power 266] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +30 (+6 eff.) Changes stats: +2 Str Changes resistances penetration: +15% lightning Only die when reaching: -80.00 life It can be used to sting an enemy dealing 266 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Grinylenik the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +3 Dex / +3 Mag Changes resistances: +9% acid Changes resistances penetration: +15% acid Physical save: +14 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+3 eff.) Stun/Freeze immunity: +34% Life regen: +4.00 Spellpower: +8 (+2 eff.) Mindpower: +11 (+4 eff.) Light radius: +1 See invisible: +3 Rings make your fingers look great! |
| On fingers | steel ring 'Yarigar'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Changes stats: +6 Dex / +9 Mag / +5 Wil / +11 Cun Changes resistances: +3% physical Spellpower: +13 (+3 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Rings make your fingers look great! |
| Around neck | restful copper amulet of cunning (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Cun Life regen: +1.00 Amulets make your neck look great! |
| In main hand | Elabeth the yew starstaff (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +3.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+7 eff.) Physical crit. chance: +12.0% Physical power: +15 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 55% Changes resistances: +5% arcane / +6% temporal Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +21 (+5 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | 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. |
| In off hand | Swordbreaker (25-32 power, 20 apr)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 (+4 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. |
| Cloak | linen cloak 'Berabar' (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Armour: +2 Defense: +1 (+0 eff.) Only die when reaching: -80.00 life Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +11 Cun / +3 Con When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
blink rune of the sneak (range 7; phase 22; cd 15)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: 15 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 22%, your defense is increased by 22 and all your resistances by 22%. 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. |
Mirror Image Rune (dur 6; cd 24)Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. 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. This item has been sent to the Item's Vault. Press to compare to your current inscriptions |
biting gale rune of the wizard (damage 267; dur 4; cd 22)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 direct a cone of chilling stormwind doing 267.22 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 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. |
ethereal rune of the psychic (power 22; resist 24%; move 50%; dur 5; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 50% faster, and you are invisible (power 22). Its effects scale with your Willpower 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. |
shatter afflictions rune of the wizard (absorb 140; cd 12)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: 12 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 140 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. 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 |
shielding rune of the duelist (absorb 555; dur 6; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 555 damage for 6 turns. Its effects scale with your Dexterity 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 |
teleportation rune (range 67; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. 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. |
copper amulet 'Unrurim'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 42% Changes stats: +3 Str / +2 Dex / +3 Mag Changes damage: +12% acid / +5% temporal / +5% light / +4% physical / +5% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
conjurer's copper ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 16 light Changes stats: +5 Wil / +7 Mag Changes damage: +10% light Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
steel ring 'Bokimagorn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Mental save: +6 (+2 eff.) Cut immunity: +20% Stun/Freeze immunity: +40% Life regen: +6.00 Maximum life: +20.00 Rings make your fingers look great! |
Crystalline Yew magestaff (25-30 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +21 (+5 eff.) Spell crit. chance: +3% It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
Swordbreaker (25-32 power, 20 apr)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: +0.5% APR (max 50%) 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 (+4 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. This item has been sent to the Item's Vault. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+3 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 168.29 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Tidestoker =wil=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +1 Dex / +6 Wil / +4 Cun Changes resistances penetration: +5% cold Damage against: +16% Summoned Reduced damage from: +15% Summoned Reduces incoming crit damage: 15.00% See invisible: +9 A belt that goes around your waist. |
rough leather belt 'Pitchreign'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Mag Changes resistances: +3% darkness Changes damage: +9% darkness Reduces incoming crit damage: 5.00% Maximum life: +30.00 See invisible: +12 A belt that goes around your waist. |
Earthwisp (0 def, 3 armour) =cun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +10 Cun / +3 Con Changes resistances penetration: +10% nature Physical save: +18 (+4 eff.) Mental save: +15 (+4 eff.) Hate when firing a critical mind attack: +5.00 Mindpower: +10 (+3 eff.) A pair of boots made of leather. |
Offalwasp the rough leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +18% acid / +6% fire Changes resistances penetration: +10% nature / +25% acid Changes damage: +12% nature Mental save: +7 (+2 eff.) Maximum life: +44.00 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. |
hardened leather gloves (0 def, 2 armour)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. |
hardened leather gloves of archery (0 def, 2 armour) =dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Armour: +2 Changes stats: +3 Cun / +5 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's hardened leather gloves of strength (+2) (0 def, 2 armour) =str=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Damage (Melee): 8 nature Changes stats: +2 Str Changes resistances: +6% nature Changes damage: +4% nature 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. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. This item has been sent to the Item's Vault. |
Nedunahad the hardened leather cap (0 def, 3 armour) =str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 mind Changes stats: +7 Str Changes resistances: +9% blight Changes resistances penetration: +20% blight Changes damage: +15% mind Spell save: +15 (+3 eff.) Mana each turn: +0.28 A cap made of leather. |
brass lantern 'Sunquench'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances penetration: +15% light Changes damage: +9% mind Light radius: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ElenohadInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 31 Changes stats: +3 Con Changes resistances: +11% blight / +5% arcane / +15% acid Changes resistances penetration: +20% arcane / +15% acid Changes damage: +12% arcane / +12% blight Life regen: +9.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang =famg=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 90 power out of 90/90. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
voratun pickaxe 'Brandwild' (dig speed 15 turns) =str=Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +11.0% Damage when hit (Melee): 2 arcane / 4 fire Changes stats: +14 Str / +4 Wil Changes resistances: +12% nature / +12% fire Changes resistances penetration: +10% arcane Changes damage: +8% nature / +12% arcane Mental crit. chance: +13% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. 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. |
Glitterream [power 3] (25 cooldown) =cun=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +8 Cun / +7 Wil Changes resistances: +9% light Changes resistances penetration: +25% blight Psi when hit: +0.12 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Rimewolf the elm wand of shielding [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +6% acid / +6% cold / +12% nature / +5% arcane Changes resistances penetration: +10% cold Reduces incoming crit damage: 5.00% It can be used to create a shield absorbing up to 159 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 11% for 2 turns. 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
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dagfamnbuk the Cornac Necromancer level 31
4th Decay 122nd year of Ascendancy at 11:33 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dagfamnbuk the Cornac Necromancer level 8
10th Flare 122nd year of Ascendancy at 01:34 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Dagfamnbuk the Cornac Necromancer level 19
42nd Dusk 122nd year of Ascendancy at 20:45 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dagfamnbuk the Cornac Necromancer level 31
4th Decay 122nd year of Ascendancy at 12:02 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Dagfamnbuk the Cornac Necromancer level 10
14th Dusk 122nd year of Ascendancy at 21:48 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Dagfamnbuk the Cornac Necromancer level 20
43rd Dusk 122nd year of Ascendancy at 14:55 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Dagfamnbuk the Cornac Necromancer level 30
51st Haze 122nd year of Ascendancy at 22:47 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Dagfamnbuk the Cornac Necromancer level 22
68th Dusk 122nd year of Ascendancy at 12:58 see stats
Tales of the Spellblaze (Madness (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Dagfamnbuk the Cornac Necromancer level 31
4th Decay 122nd year of Ascendancy at 11:33 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Dagfamnbuk the Cornac Necromancer level 3
76th Pyre 122nd year of Ascendancy at 20:00 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Dagfamnbuk the Cornac Necromancer level 9
8th Dusk 122nd year of Ascendancy at 22:52 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Dagfamnbuk the Cornac Necromancer level 31
4th Decay 122nd year of Ascendancy at 11:33 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Dagfamnbuk the Cornac Necromancer level 7
1st Mirth 122nd year of Ascendancy at 19:46 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Dagfamnbuk the Cornac Necromancer level 25
2nd Haze 122nd year of Ascendancy at 09:58 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Dagfamnbuk the Cornac Necromancer level 15
31st Dusk 122nd year of Ascendancy at 04:21 see stats
Log
Error while transfering Steel Helm of Garkul (0 def, 6 armour) =ark= to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Saving game...
You transfer Mirror Image Rune (dur 6; cd 24) from the online item's vault.
Saving done.
Saving game...
You transfer Swordbreaker (25-32 power, 20 apr) from the online item's vault.
Saving done.
Saving game...
You transfer Spellhunt Remnants (1 def, 2 armour) from the online item's vault.
Saving done.
You transfer Steel Helm of Garkul (0 def, 6 armour) =ark= to the online item's vault.
Saving done.
Saving game...
Today is the 8th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:03.
Saving done.
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.












































































































