








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Ignore Race/Class Locks 1.7.0Modifies 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: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 3397% |
Size | medium |
Lifes / Deaths | Killed by Silydhetta the gelatinous cube at level 29 on the 30th Regrowth 123rd year of Ascendancy at 13:22 3 / 6Killed by Celia at level 31 on the 23rd Pyre 123rd year of Ascendancy at 08:10 Killed by Bethura the xorn at level 31 on the 44th Pyre 123rd year of Ascendancy at 15:18 Killed by Voryth the elven warrior at level 37 on the 1st Wintertide 124th year of Ascendancy at 10:31 Killed by Atamathon the Giant Golem at level 50 on the 55th Regrowth 127th year of Ascendancy at 06:09 Killed by Atamathon the Giant Golem at level 50 on the 55th Regrowth 127th year of Ascendancy at 06:57 |
Primary Stats
Strength | 37 (base 23) |
Dexterity | 24 (base 8) |
Constitution | 96 (base 61) |
Magic | 157 (base 63) |
Willpower | 62 (base 21) |
Cunning | 115 (base 65) |
Resources
Life | 1009/1009 |
Mana | 662/662 |
Soul | 13/14 |
Healing Factor | 1.685015355037 |
Regeneration | 0.42125383875925 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 13.146426544511 |
Infravision | 17 |
See Stealth | 25 |
See Invisible | 54 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 82 |
Accuracy | 31 |
Crit Chance | 44% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 120 |
Crit Chance | 90% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +40% |
Blight | +42% |
Arcane | +28% |
Cold | +40% |
All | +21% |
Lightning | +39% |
Light | +36% |
Physical | +30% |
Darkness | +87% |
Fire | +37% |
Mind | +39% |
Offense: Damage Penetration
Physical | +28% |
Lightning | +68% |
Cold | +63% |
Darkness | +78% |
Blight | +62% |
Arcane | +33% |
Mind | +48% |
All | +13% |
Defense: Base
Armour (hardiness) | 143 (85.65183292883%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 87 |
Spell Save | 101 |
Mental Save | 96 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 59%( 70%) |
Cold | + 70%( 70%) |
All | + 42%( 70%) |
Darkness | + 70%( 70%) |
Light | + 51%( 70%) |
Physical | + 43%( 70%) |
Lightning | + 52%( 70%) |
Mind | + 56%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 62% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 49% |
Disarm Resistance | 20% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 785 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: 13 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 216 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: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 5 times. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 8 times. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Undead / Lich | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Erupting Shadows |
talent | Spikes of Decrepitude |
talent | Eternal Night |
talent | Doomed For Eternity |
talent | Golden Age of Necromancy |
talent | Grim Shadow |
talent | Reaping |
talent | Hiemal Shield |
beneficial effect | Increases defense by 9. Mobile Defense |
beneficial effect | Physical power, spellpower and all saves increased by 50. Commander 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. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Betylewe the forest troll. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Ivaldann the bloated horror. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3363. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +6 (+1 eff.) Spell.pwr +10 (+2 eff.) S.pwr/crit +6 Dmg.mod +12% darkness Res.pen +15% arcane +15% physical ----- def ----- Armour +5 Defense +16 (+3 eff.) Silence- +50% Confus- +40% Stun/Frz- +50% ---------- misc Mana/s.crit +2.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +8 Mag dps ---------- Spell.crit +6% Spell.pwr +23 (+4 eff.) Dmg.mod +12% acid Res.pen +13% all Apr +10 Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce armor by 55% ----- def ----- Resists +19% blight +12% darkness ---------- misc Light +8 Infravis +6 See.Invis +13 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 45 blight damage or heals 48 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +17 Con dps ---------- Crit.mult +20.00% Phys.pwr +20 (+5 eff.) Dmg.mod +21% blight +12% mind Res.pen +30% lightning +34% blight ----- def ----- Armour +5 Defense +40 (+8 eff.) Fatigue +5% Die.at -107.63 life A cap made of leather. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness +20% mind ----- def ----- Resists +6% lightning +21% cold +12% mind +9% light Die.at -80.00 life Heal.mod +10% Project a gust of wind in a cone knocking enemies back 10 spaces and dealing 358 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +7 Mag +2 Wil +11 Cun dps ---------- Phys.pwr +17 (+4 eff.) Spell.pwr +33 (+5 eff.) Mind.pwr +20 (+5 eff.) Dmg.mod +7% all ----- def ----- Crit.chn- 5.00% Mind.save +14 (+3 eff.) Confus- +48% ---------- misc Light +3 Infravis +2 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +2% Phys.pwr +15 (+4 eff.) Spell.pwr +35 (+5 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +7% all +9% fire Res.pen +15% mind +5% blight Phasing +20% ----- def ----- Blind- +47% ---------- misc Max.mana +80.00 Infravis +6 See.Stealth +25 See.Invis +25 Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Dmg.mod +15% light ----- def ----- Armour +13 Max.HP +103.44 Cut- +21% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Equi/ret +0.20 Max.psi +50.00 Create a temporary shield that absorbs 410 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Mag +6 Cun +8 Con dps ---------- Spell.crit +18% Crit.mult +60.00% Spell.pwr +23 (+4 eff.) Melee+ 23 fire Dmg.mod +12% lightning +30% darkness Res.pen +5% lightning On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Resists +3% nature ---------- misc N.En/turn +0.20 Vim/s.crit +8.00 Max.vim +46.00 Max.N.En +47.00 See.Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Mag +7 Wil dps ---------- Crit.mult +20.00% Dmg.mod +7% arcane +9% physical ----- def ----- Armour +2 Defense +15 (+3 eff.) Die.at -80.00 life ---------- misc Infravis +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. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +9% Spell.pwr +43 (+7 eff.) S.pwr/crit +6 Dmg.mod +6% mind Res.pen +20% lightning ----- def ----- Armour +5 Defense +4 (+1 eff.) Resists +12% mind +15% all Phys.save +27 (+6 eff.) Silence- +50% ---------- misc Mana/turn +0.33 Max.mana +54.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% arcane Acc +20 (+10 eff.) ----- def ----- Armour +29 Defense +31 (+6 eff.) Resists +29% cold +6% light +2% physical Phys.save +47 (+10 eff.) Spell.save +43 (+7 eff.) Mind.save +39 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +7% acid +7% fire +7% cold +6% lightning Res.pen +10% blight Melee Ret 10 blight ----- def ----- Defense +20 (+4 eff.) Resists +12% lightning +5% arcane +12% acid Heal.mod +10% Disarm- +20% Pinning- +20% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 969% for 10 turns (1108 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 160 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 340 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +14 Resists +14% lightning +2% physical Crit.chn- 15.00% Stun/Frz- +25% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+1 eff.) Unleash a destructive wail, destroying terrain and dealing 937.30 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +3% light +12% darkness Res.pen +5% darkness ----- def ----- Resists +12% lightning Stun/Frz- +22% ---------- misc Infravis +2 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Str dps ---------- Phys.crit +6.0% Dmg.mod +15% physical Acc +10 (+5 eff.) Apr +3 Melee Ret 10 darkness ----- def ----- Armour +8 ---------- misc Max.stam +30.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Phys.crit +3.0% Spell.crit +3% Crit.mult +20.00% Melee Ret 10 physical ----- def ----- Armour +6 Spell.save +18 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Crit.mult +20.00% Spell.pwr +20 (+3 eff.) Dmg.mod +12% arcane Res.pen +25% arcane Melee Ret 4 darkness ----- def ----- Resists +18% acid +16% fire +17% cold +5% arcane +18% lightning ---------- misc Max.vim +40.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +27% light Melee Ret 10 light ----- def ----- Resists +21% fire +12% light +6% nature Max.HP +26.00 Disarm- +27% Pinning- +27% Knockbk- +30% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% physical Acc +30 (+13 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Resists +5% arcane HP.reg +6.00 Stun/Frz- +31% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +15 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% physical Acc +4 (+2 eff.) ----- def ----- Resists +11% physical Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +10 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+3 eff.) Melee+ 22 light Ranged+ 29 light Dmg.mod +16% light +9% all Melee Ret 34 darkness ----- def ----- Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +6 Mag dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +5 Mag +4 Cun +5 Con dps ---------- Melee+ 29 physical Ranged+ 28 physical Dmg.mod +10% lightning +10% fire +10% cold On Hit (Melee): * 16% chance to reduce all saves and defense by 40 On Hit (Ranged): * 13% chance to reduce all saves and defense by 40 ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +21% acid ----- def ----- Defense +30 (+6 eff.) Resists +18% acid +18% fire Crit.chn- 15.80% Phys.save +20 (+4 eff.) Heal.mod +20% Cut- +21% Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +6 (+1 eff.) Confus- +21% Rings make your fingers look great! |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Master Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +14 (+7 eff.) Apr +9 Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +13 blight +15 cold On Hit: * 15% chance to reduce strength, dexterity, and constitution by 44 On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +5.00% Phys.pwr +9 (+2 eff.) ----- def ----- Phys.save +6 (+1 eff.) Heal.mod +5% Poison- +10% ---------- misc Mana/turn +0.28 Sharp, long, and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 lightning While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +14% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +25 (+4 eff.) Dmg.mod +6% blight +6% physical +30% light ----- def ----- Armour +9 Hardiness +7% Phys.save +11 (+2 eff.) Spell.save +9 (+1 eff.) ---------- misc Stam/turn +3.00 Mana/turn +0.16 Vim/s.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+7 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +4 Cun +3 Con dps ---------- Spell.crit +3% Crit.mult +14.00% Spell.pwr +20 (+3 eff.) Dmg.mod +20% darkness ---------- misc Mana/turn +0.13 N.En/turn +0.20 Vim/s.crit +3.00 Max.vim +25.00 Max.N.En +28.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +19% Crit.mult +17.00% Spell.pwr +24 (+4 eff.) Dmg.mod +30% cold ----- def ----- Resists +6% lightning Crit.chn- 15.00% Mind.save +3 (+1 eff.) HP.reg +1.70 Heal.mod +30% Blind- +20% Poison- +20% Silence- +10% Knockbk- +10% ---------- misc Mana/turn +0.31 Max.mana +61.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Res.pen +25% physical Apr +4 ----- def ----- Defense +30 (+6 eff.) Mind.save +11 (+2 eff.) Disease- +20% Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +3.00 Light +3 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Res.pen +15% acid On Hit (Melee): * 21% chance to reduce armor by 55% ----- def ----- Armour +28 Defense +3 (+1 eff.) Resists +18% acid +23% cold Spell.save +19 (+3 eff.) Blind- +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +16 Defense +13 (+3 eff.) Resists +9% light +15% temporal Phys.save +10 (+2 eff.) Spell.save +12 (+2 eff.) Die.at -40.00 life Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +22 (+5 eff.) Crit.chn- 10.00% Phys.save +5 (+1 eff.) Die.at -80.00 life Heal.mod +5% Blind- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Res.pen +20% darkness +5% cold Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +9% acid +9% darkness +34% cold +8% fire +9% lightning Phys.save +11 (+2 eff.) Max.HP +109.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid +7% physical +18% fire +14% cold Res.pen +15% fire ----- def ----- Resists +11% acid +11% physical +9% lightning +14% cold +12% fire +7% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Cun dps ---------- Phys.crit +2.0% Spell.crit +16% Phys.pwr +30 (+7 eff.) Spell.pwr +19 (+3 eff.) Dmg.mod +12% physical +30% cold +43% light +48% darkness ----- def ----- Resists +45% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +7 Cun +2 Dex dps ---------- Spell.crit +10% Mind.crit +4% Spell.pwr +10 (+2 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +45% darkness +15% physical +26% nature +28% light Res.pen +19% physical +15% darkness +20% fire ----- def ----- Resists +39% nature +15% all ---------- misc Max.hate +8.00 See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +9% all ----- def ----- Resists +8% lightning +10% darkness +9% light +9% blight +8% fire +9% cold +13% all Phys.save +13 (+3 eff.) Spell.save +26 (+4 eff.) Mind.save +14 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +14% darkness ----- def ----- Resists +21% darkness +11% all Spell.save +23 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +23 (+4 eff.) S.pwr/crit +5 Dmg.mod +23% arcane +27% temporal ----- def ----- Resists +15% all Silence- +49% ---------- misc Max.mana +33.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +6 Cun +5 Con dps ---------- Res.pen +25% blight +10% cold Melee Ret 6 physical On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 44 ----- def ----- Armour +13 Resists +10% acid +12% fire +12% cold +10% lightning Phys.save +33 (+7 eff.) Mind.save +24 (+5 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun dps ---------- Phys.pwr +20 (+5 eff.) Melee+ 14 lightning Dmg.mod +5% lightning +6% physical Acc +33 (+14 eff.) ----- def ----- Armour +3 Resists +8% lightning +2% physical +18% darkness Phys.save +3 (+1 eff.) Die.at -60.00 life ---------- misc Infravis +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire On Hit (Melee): * 10% chance to slow global speed by 68% ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% cold +6% light +6% acid ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Wil dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +3% nature +6% blight Res.pen +10% blight Melee Ret 4 arcane On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Armour +10 Fatigue +5% Resists +11% nature +14% physical Phys.save +13 (+3 eff.) Spell.save +9 (+1 eff.) Max.HP +76.00 Heal.mod +19% ---------- misc Infravis +4 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind +6% fire Res.pen +5% fire ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +16% light +7% lightning +8% blight +10% fire +9% cold +15% darkness Mind.save +14 (+3 eff.) ---------- misc Psi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil +5 Con dps ---------- Phys.crit +3.0% Spell.crit +2% Dmg.mod +8% blight +5% arcane Acc +25 (+11 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Die.at -40.00 life A cap made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 9.0 T3 light armor [Ego++] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +10 Defense +13 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+4 eff.) Rng.Def +12 (+3 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+4 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +4 Dex dps ---------- Acc +13 (+7 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 85 power out of 85/85 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 1.0 T3 lite [Random Unique] Master/Psionic While equipped: dps ---------- Mind.crit +3% Res.pen +20% light Melee Ret 6 mind ----- def ----- Mind.save +15 (+3 eff.) Blind- +20% Confus- +18% ---------- misc Light +8 See.Stealth +31 See.Invis +23 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% physical Acc +5 (+3 eff.) ----- def ----- Armour +4 Mind.save +5 (+1 eff.) Poison- +10% ---------- misc Light +3 See.Stealth +7 See.Invis +6 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego] Arcane/Psionic Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 24 Rld cld 6 Ranged+ +9 temporal +11 mind On Hit: * 11% chance to gain 10% of a turn (3/turn limit) * 13% chance to reduce all saves and defense by 40 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 68% ----- def ----- Armour +6 Resists +5% arcane +9% darkness Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Res.pen +25% blight Apr +5 ----- def ----- Resists +15% fire Die.at -80.00 life ---------- misc Stam/turn +3.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 85 lightning damage and will be dazed for 1 turn (428 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% mind +15% fire Res.pen +10% cold +20% fire ----- def ----- Resists +21% fire +16% mind +15% cold Fire a magical bolt dealing 651 fire damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Pig the Lich Necromancer level 42
19th Regrowth 124th year of Ascendancy at 02:27 see stats
By Pig the Higher Necromancer level 30
71st Regrowth 123rd year of Ascendancy at 07:02 see stats
By Pig the Lich Necromancer level 42
16th Regrowth 124th year of Ascendancy at 04:20 see stats
By Pig the Higher Necromancer level 36
49th Haze 123rd year of Ascendancy at 16:52 see stats
By Pig the Lich Necromancer level 50
37th Regrowth 127th year of Ascendancy at 06:21 see stats
By Pig the Lich Necromancer level 47
7th Regrowth 125th year of Ascendancy at 11:55 see stats
By Pig the Lich Necromancer level 50
41st Dusk 126th year of Ascendancy at 14:31 see stats
By Pig the Lich Necromancer level 46
19th Haze 124th year of Ascendancy at 04:15 see stats
By Pig the Higher Necromancer level 32
45th Pyre 123rd year of Ascendancy at 05:32 see stats
By Pig the Higher Necromancer level 27
5th Regrowth 123rd year of Ascendancy at 02:08 see stats
By Pig the Higher Necromancer level 10
4th Flare 122nd year of Ascendancy at 13:59 see stats
By Pig the Lich Necromancer level 50
77th Dusk 126th year of Ascendancy at 19:40 see stats
By Pig the Lich Necromancer level 44
14th Haze 124th year of Ascendancy at 16:33 see stats
By Pig the Higher Necromancer level 32
45th Pyre 123rd year of Ascendancy at 17:30 see stats
By Pig the Higher Necromancer level 24
44th Haze 122nd year of Ascendancy at 08:34 see stats
By Pig the Higher Necromancer level 35
70th Dusk 123rd year of Ascendancy at 04:03 see stats
By Pig the Higher Necromancer level 32
67th Pyre 123rd year of Ascendancy at 07:01 see stats
By Pig the Lich Necromancer level 50
45th Regrowth 127th year of Ascendancy at 01:41 see stats
By Pig the Higher Necromancer level 30
71st Regrowth 123rd year of Ascendancy at 06:10 see stats
By Pig the Lich Necromancer level 48
7th Regrowth 125th year of Ascendancy at 12:38 see stats
By Pig the Lich Necromancer level 50
24th Haze 126th year of Ascendancy at 08:25 see stats
By Pig the Higher Necromancer level 10
1st Summertide 122nd year of Ascendancy at 21:12 see stats
By Pig the Higher Necromancer level 20
16th Haze 122nd year of Ascendancy at 01:52 see stats
By Pig the Higher Necromancer level 30
71st Regrowth 123rd year of Ascendancy at 03:00 see stats
By Pig the Lich Necromancer level 40
8th Regrowth 124th year of Ascendancy at 17:57 see stats
By Pig the Lich Necromancer level 50
40th Pyre 125th year of Ascendancy at 01:32 see stats
By Pig the Lich Necromancer level 37
1st Wintertide 124th year of Ascendancy at 10:31 see stats
By Pig the Lich Necromancer level 50
30th Regrowth 127th year of Ascendancy at 14:42 see stats
By Pig the Higher Necromancer level 27
4th Allure 123rd year of Ascendancy at 13:53 see stats
By Pig the Lich Necromancer level 37
1st Allure 124th year of Ascendancy at 13:05 see stats
By Pig the Lich Necromancer level 50
40th Dusk 126th year of Ascendancy at 14:44 see stats
By Pig the Higher Necromancer level 15
39th Dusk 122nd year of Ascendancy at 00:03 see stats
By Pig the Lich Necromancer level 45
15th Haze 124th year of Ascendancy at 07:27 see stats
By Pig the Lich Necromancer level 50
49th Regrowth 127th year of Ascendancy at 14:37 see stats
By Pig the Higher Necromancer level 2
75th Pyre 122nd year of Ascendancy at 13:54 see stats
By Pig the Higher Necromancer level 10
8th Dusk 122nd year of Ascendancy at 05:24 see stats
By Pig the Lich Necromancer level 50
49th Regrowth 127th year of Ascendancy at 14:38 see stats
By Pig the Higher Necromancer level 30
71st Regrowth 123rd year of Ascendancy at 07:02 see stats
By Pig the Higher Necromancer level 35
54th Dusk 123rd year of Ascendancy at 05:20 see stats
By Pig the Higher Necromancer level 17
75th Dusk 122nd year of Ascendancy at 14:52 see stats
By Pig the Lich Necromancer level 49
6th Pyre 125th year of Ascendancy at 01:46 see stats
By Pig the Higher Necromancer level 22
41st Haze 122nd year of Ascendancy at 06:20 see stats
By Pig the Higher Necromancer level 16
50th Dusk 122nd year of Ascendancy at 14:55 see stats
By Pig the Lich Necromancer level 41
15th Regrowth 124th year of Ascendancy at 23:17 see stats
By Pig the Lich Necromancer level 50
42nd Dusk 126th year of Ascendancy at 07:45 see stats
Log
Pig activates Doomed For Eternity.
Pig activates Spikes of Decrepitude.
Talent Rune: Stormshield is ready to use.
Pig activates Erupting Shadows.
Talent Night Sphere is ready to use.
Talent Rigor Mortis is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent River of Souls is ready to use.
Talent Rune: Stormshield is ready to use.
Talent Hiemal Shield is ready to use.
Pig activates Hiemal Shield.
Shadow casts Phase Door.
Talent Relentless Pursuit is ready to use.
Rested for 25 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
You are sent back to the material plane!