Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Devil's Due Twisted Class Addon 1.1.6Version 0.5. Today I just wanted to hit things with sticks. Verdant Class Pack 1.1.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Haunted class 1.1.5Haunted: an unarmed hate-based warrior No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Training fix for staff combat and mindstar mastery 1.0.4This add-on updates the staff combat trainer in Angolwen and the mindstar mastery trainer in Zigur to work with unlocked categories from escorts without penalizing the player, adjusts training costs, and provides an enhanced training option. At these trainers you can If you have revealed the talent category from an escort and unlock it with the trainer, the mastery will be improved to 1.1, and can be enhanced further to 1.3. It overloads the files mod.data.chats.angolwen-staves-store.lua and mod.data.chats.zigur-mindstar-store.lua Tempus Fugit 1.1.0Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Ignore Race/Class Locks 1.0.4Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Treant Race 1.1.5Adds in a Treant Race. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Devil's Due Hooligan Class Addon 1.1.6New Cornac Rogue class. Details & discussion here: Devil's Due Hate Spiral Class Addon 1.1.6Devil's Due Riven Class Addon 1.1.6500 years ago two great necromancers warred. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 47 / 37% |
| Size | huge |
| Lifes / Deaths | Killed by Arronnl the human at level 14 on the 6th Mirth 122nd year of Ascendancy at 05:27 3 / 5Killed by mean looking elven guard at level 28 on the 2nd Summertide 122nd year of Ascendancy at 07:47 Killed by Celia at level 34 on the 1st Dusk 122nd year of Ascendancy at 08:26 Killed by Griarc the halfling at level 35 on the 36th Dusk 122nd year of Ascendancy at 01:26 Killed by Arothra the forest wight at level 39 on the 35th Haze 122nd year of Ascendancy at 21:57 |
Primary Stats
| Strength | 66 (base 60) |
| Dexterity | 65 (base 60) |
| Constitution | 88.059552429788 (base 60) |
| Magic | 84 (base 60) |
| Willpower | 88.059552429788 (base 60) |
| Cunning | 68 (base 60) |
Resources
| Mana | 518/518 |
| Negative | 188/188 |
| Equilibrium | 0 |
| Life | 1428/1428 |
| Souls | 19/19 |
| Stamina | 433/433 |
| Positive | 0/188 |
| Healing Factor | 1.18 |
| Regeneration | 1.003 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.57948750582% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 16.419616713185 |
| See Invisible | 53.162149970395 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 56 |
| Crit Chance | 34% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68.75 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49.613895566951 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Fire | +13% |
| Blight | +34% |
| Physical | +5% |
| Cold | +35% |
| All | 0% |
Offense: Damage Penetration
| Cold | +68% |
| Darkness | +50% |
Defense: Base
| Armour (hardiness) | 28.611233893661 (45%) |
| Defense | 38.43061694683 |
| Ranged Defense | 38.43061694683 |
| Fatigue | 0 |
| Physical Save | 42.640281116809 |
| Spell Save | 62.805210837606 |
| Mental Save | 47.540281116809 |
Defense: Resistances
| Acid | + 21%( 85%) |
| Blight | + 21%( 85%) |
| Physical | + 24%( 85%) |
| Cold | + 62%( 85%) |
| All | + 15%( 85%) |
| Lightning | + 26%( 85%) |
| Light | + 23%( 85%) |
| Fire | + 51%( 85%) |
| Darkness | + 38%( 85%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 334 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 21% for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 883% over 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
| Spell / Animus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Star fury | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Ice | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Shades | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Teant | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Premonition |
| talent | Blurred Mortality |
| talent | Animus Hoarder |
| talent | Uttercold |
| talent | Defensive Posture |
| talent | Keen Senses |
| talent | Necrotic Aura |
| talent | Frostdusk |
| beneficial effect | The target consumed souls to gain new powers. 5 spells affected. Essence of the Dead |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 lone alchemist from death by Hessador the dรบathedlen. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by multi-hued drake. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Daikara. Escort: lost warrior (level 3 of Daikara)As a reward you improved talent Exotic Weapons Mastery (+1 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: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 168. | 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 the fox without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. 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 orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of faeros ash. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 13 power out of 20/20) : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 13 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
| On head | shielding cashmere wizard hat of earthrunes (2 def, 1 armour) shielding cashmere wizard hat of earthrunes (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +1 Defense: +2 Changes stats: +4 Mag / +2 Con Spell save: +7 It can be used to activate talent Stone Wall, placing all other charms into a 51 cooldown : Effective talent level: 2.4 Power cost: 51 out of 80/80. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 170.90 physical dmage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | wizard's stralite ring of fire (+26%) wizard's stralite ring of fire (+26%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances: +26% fire Changes damage: +13% fire Spell save: +12 Rings can have magical properties. |
| On fingers | gladiator's stralite ring of life gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 Changes stats: +5 Str / +7 Con Life regen: +0.60 Maximum life: +60.00 Healing mod.: +18% Rings can have magical properties. |
| Around waist | Bregirand the drakeskin leather belt Bregirand the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Defense: +13 Changes stats: +4 Dex / +1 Mag / +4 Cun Changes resistances: +7% fire / +7% cold / +6% lightning / +7% acid Stealth bonus: +6 Spell save: +9 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spell crit. chance: +4% Mental crit. chance: +7% Defense after a teleport: +5 A belt that goes around your waist. |
| In main hand | infernal dragonbone vilestaff of channeling (30-36 power, 6 apr, blight damage) infernal dragonbone vilestaff of channeling (30-36 power, 6 apr, blight damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 26 shadowflame Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +25.00% Mana each turn: +0.38 Spellpower: +35 Spell crit. chance: +5% See invisible: +15 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 19 cooldown. Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's hardened leather gloves (0 def, 2 armour) alchemist's hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag / +3 Wil Damage when the wearer hits(melee): 4 fire / 6 cold / 3 lightning / 3 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dispeller's silk robe of Linaniil (3 def, 0 armour) dispeller's silk robe of Linaniil (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances: +9% fire / +8% cold / +7% lightning / +7% blight / +9% light / +7% darkness Physical save: +14 Spell save: +28 Mental save: +13 Mana each turn: +0.18 Maximum mana: +56.00 Spellpower: +22 Spell crit. chance: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 38 power out of 60/60) : Effective talent level: 1.2 Power cost: 38 out of 60/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 126.32 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | steel amulet of magic (+2) steel amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
Inventory
Elixir of Explosive Force Elixir of Explosive ForceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 Confusion immunity: -100% Mindpower: +8 It can be used to activate talent Inner Demons (costing 19 power out of 30/30) : Effective talent level: 4.0 Power cost: 19 out of 30/30. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 18% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering into your mind. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +21% Life regen: +1.10 Rings can have magical properties. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 Spellpower: +20 Spell crit. chance: +10% It can be used to absorb energies, costing 630 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
infernal ash magestaff of war (21-25.2 power, 3 apr, cold damage) infernal ash magestaff of war (21-25.2 power, 3 apr, cold damage)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +7 physical When wielded/worn: Accuracy: +7 Physical crit. chance: +6.0% Damage when the wearer hits(melee): 16 shadowflame Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +11 Spell crit. chance: +2% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood vilestaff of channeling (25-30 power, 5 apr, darkness damage) surging elven-wood vilestaff of channeling (25-30 power, 5 apr, darkness damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +23 Spell crit. chance: +4% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 19 cooldown. Staves designed for wielders of magic, by the greats of the art. |
hardened leather belt of burglary hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Cun / +5 Lck Trap disarming bonus: +11 Stealth bonus: +11 Infravision radius: +3 A belt that goes around your waist. |
cashmere cloak of protection (2 def, 0 armour) cashmere cloak of protection (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Spell save: +7 Mental save: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe (2 def, 0 armour) cashmere robe (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of the elements (0 def, 0 armour) focusing woollen robe of the elements (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +4 Wil Damage when the wearer hits(melee): 6 fire / 6 cold / 6 lightning / 6 acid Damage when the wearer is hit: 6 fire / 6 cold / 7 lightning / 8 acid Changes resistances: +5% fire / +6% cold / +5% lightning / +4% acid Changes damage: +6% fire / +6% cold / +6% lightning / +6% acid Mana each turn: +0.10 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Curekiss the pair of drakeskin leather boots (0 def, 5 armour) Curekiss the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Changes stats: +3 Dex / +3 Wil / +3 Cun / +4 Con Changes resistances: +6% temporal / +3% fire Changes resistances penetration: +5% nature / +7% physical Changes damage: +12% nature Maximum encumbrance: +38 Physical save: +9 Mindpower: +6 It can be used to activate talent Blindside, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 6 armour) miner's pair of rough leather boots of tirelessness (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +10.00 Infravision radius: +1 A pair of boots made of leather. |
alchemist's hardened leather gloves (0 def, 2 armour) alchemist's hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag / +3 Wil Damage when the wearer hits(melee): 5 fire / 6 cold / 5 lightning / 5 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of war-making (0 def, 7 armour) heroic hardened leather gloves of war-making (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +7 Critical mult.: +11.00% Mental save: +7 Maximum life: +59.00 Spell crit. chance: +7% Mental crit. chance: +9% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding rough leather cap of the depths (0 def, 1 armour) grounding rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +6% lightning / +6% temporal Allows you to breathe in: water A cap made of leather. |
2 agate 2 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 Gems can be sold for money or used in arcane rituals. |
46 alchemist agate 46 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 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 Gems can be sold for money or used in arcane rituals. |
aquamarine 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 Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 48 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Maximum life: +42.00 Light radius: +2 Healing mod.: +12% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/3) Rod of Recall (2/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 128 power out of 309/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
2 zircon 2 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 Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Darkside the Treant Necromancer level 27
9th Mirth 122nd year of Ascendancy at 16:17 see stats
Against all odds
Killed Ukruk in the ambush.By Darkside the Lich Necromancer level 45
38th Haze 122nd year of Ascendancy at 06:25 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Darkside the Lich Necromancer level 47
47th Haze 122nd year of Ascendancy at 08:04 see stats
Exterminator
Killed 1000 creatures.By Darkside the Lich Necromancer level 40
36th Haze 122nd year of Ascendancy at 20:17 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Darkside the Treant Necromancer level 27
9th Mirth 122nd year of Ascendancy at 15:34 see stats
Level 10
Got a character to level 10.By Darkside the Treant Necromancer level 10
75th Pyre 122nd year of Ascendancy at 12:08 see stats
Level 20
Got a character to level 20.By Darkside the Treant Necromancer level 20
8th Mirth 122nd year of Ascendancy at 09:54 see stats
Level 30
Got a character to level 30.By Darkside the Treant Necromancer level 30
2nd Summertide 122nd year of Ascendancy at 20:24 see stats
Level 40
Got a character to level 40.By Darkside the Lich Necromancer level 40
36th Haze 122nd year of Ascendancy at 11:38 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Darkside the Treant Necromancer level 39
35th Haze 122nd year of Ascendancy at 21:57 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Darkside the Treant Necromancer level 35
26th Dusk 122nd year of Ascendancy at 20:11 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Darkside the Lich Necromancer level 47
47th Haze 122nd year of Ascendancy at 06:04 see stats
Size matters
Did over 600 damage in one attack.By Darkside the Treant Necromancer level 35
42nd Dusk 122nd year of Ascendancy at 00:20 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Darkside the Treant Necromancer level 27
9th Mirth 122nd year of Ascendancy at 16:17 see stats
That was close
Killed your target while having only 1 life left.By Darkside the Treant Necromancer level 15
6th Mirth 122nd year of Ascendancy at 14:38 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Darkside the Treant Necromancer level 27
9th Mirth 122nd year of Ascendancy at 16:17 see stats
The secret city
Discovered the truth about mages.By Darkside the Treant Necromancer level 36
57th Dusk 122nd year of Ascendancy at 10:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Darkside the Treant Necromancer level 35
41st Dusk 122nd year of Ascendancy at 16:11 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Darkside the Lich Necromancer level 42
38th Haze 122nd year of Ascendancy at 04:21 see stats
Log
The protective shield of Darkside disappears.
Resting starts...
Talent Invoke Darkness is ready to use.
Shadow casts Phase Door.
Darkside is no longer surging arcane power.
Shadow casts Phase Door.
Shadow casts Phase Door.
Rested for 32 turns (stop reason: all resources and life at maximum).
You pickup 0.70 gold pieces.
You are yanked out of this place!
You gain 0.35 gold from the transmogrification of quick ash wand of trap destruction [power 31] (7 cooldown).
You gain 0.81 gold from the transmogrification of acidic pouch of iron shots (23/23, 8.5-10.2 power, 1 apr).
You gain 2.00 gold from the transmogrification of Frost Treads (1 def, 4 armour).
You gain 1.18 gold from the transmogrification of regeneration infusion of the sneak (heal 291 over 5 turns).
There is a Ruins of Kor'Pul 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...
Today is the 63rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 64th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:53.
There is a A gate into the Maze here (press '' or right click to use).
Saving done.
There is an exit to the worldmap 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.
