








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 25 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Glorelle the skeleton warrior at level 21 on the 47th Regrowth 123rd year of Ascendancy at 07:52 1 / 6Killed by Layuth the minotaur at level 23 on the 5th Mirth 123rd year of Ascendancy at 16:29 Killed by Zuboba the forest wight at level 23 on the 5th Mirth 123rd year of Ascendancy at 19:45 Killed by Voryledhelaith the Guardian at level 23 on the 6th Mirth 123rd year of Ascendancy at 12:09 Killed by Steli at level 24 on the 8th Mirth 123rd year of Ascendancy at 13:55 Killed by Steli at level 24 on the 8th Mirth 123rd year of Ascendancy at 15:20 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 71 (base 50) |
| Willpower | 83 (base 50) |
| Cunning | 36 (base 11) |
Resources
| Life | 323/495 |
| Mana | 457/522 |
| Positive | 58/122 |
| Soul | 9/12 |
| Healing Factor | 1.0561497326203 |
| Regeneration | 0.26403743315507 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 27.466198986151 |
| See Invisible | 27.466198986151 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 9 |
| Crit Chance | 10% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +17% |
| Arcane | +20% |
| Cold | +35% |
| All | 0% |
| Darkness | +42% |
| Lightning | +32% |
| Mind | +13% |
| Fire | +30% |
| Nature | +22% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 36 (65.629139072848%) |
| Defense | 39 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 70 |
| Mental Save | 62 |
Defense: Resistances
| Blight | + 31%( 85%) |
| Arcane | + 28%( 85%) |
| Mind | + 9%( 85%) |
| All | + 4%( 85%) |
| Lightning | + 58%( 85%) |
| Darkness | + 38%( 85%) |
| Cold | + 42%( 85%) |
| Fire | + 21%( 85%) |
| Nature | + 63%( 85%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 317 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 350 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 884% for 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Premonition |
| talent | Necrotic Aura |
| beneficial effect | Reduces lightning damage received by 19%. Premonition Shield |
| beneficial effect | Darkness damage increased by 15%. Born into Magic |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 48. | 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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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 vial of elder vampire blood. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed ice ant stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Frost Treads (1 def, 4 armour) =+4StrDexCun 20/15%Cold=Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | alchemist's lamp 'Earthreaper' =R3 OH 12 Mind +45 Life=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +6% mind / +12% nature Changes damage: +12% nature / +3% mind Maximum life: +45.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Relgyroddarach' (0 def, 3 armour) =+4Str+5Mag+3Wil+3Cun15%CR=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +5 Mag / +3 Wil / +3 Cun Changes resistances: +9% blight Reduces incoming crit damage: 15.00% Mental save: +8 (+2 eff.) A cap made of leather. |
| Tool | Sunshine [power 80] (19 cooldown) =Heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 light Changes resistances: +6% darkness Light radius: +3 It can be used to heal a target within range 9 (based on Willpower) for 80, putting all charms on cooldown for 19 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | DrudothelCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +21 (+7 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Cun Changes resistances: +9% blight / +21% lightning Reduces incoming crit damage: 15.00% Rings can have magical properties. |
| On fingers | Arcweeper the stralite ring =+5 Wil +2 Con=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Physical power: +6 (+3 eff.) Changes stats: +2 Con / +5 Wil Changes resistances: +11% blight Changes resistances penetration: +5% physical Changes damage: +11% blight / +3% lightning Physical save: +10 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +20 (+5 eff.) Maximum life: +10.00 Rings can have magical properties. |
| Around waist | Mighty Girdle =-10Ftg +70enc +40Life=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Staff of Destruction (20-24 power, 4 apr, arcane element) =OH 10% Impending Doom=Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 136.58 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | cashmere cloak 'Boltblow' (10 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+1 eff.) Armour: +6 Defense: +10 (+4 eff.) Fatigue: -4% Damage when hit (Melee): 16 lightning Changes stats: +3 Mag / +3 Wil Changes resistances: +3% lightning Changes resistances penetration: +5% blight Changes damage: +6% blight / +9% lightning Physical save: +13 (+7 eff.) Spell save: +20 (+5 eff.) Mental save: +11 (+3 eff.) Maximum mana: +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Salatta the EarthwishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes resistances: +13% lightning Changes damage: +27% darkness Stun/Freeze immunity: +27% Amulets can have magical properties. |
Inventory
heat beam rune of the titan (145 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 145.08 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 10 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
restful gold amulet of strength (+5) =+5 Str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Str Life regen: +0.90 Amulets can have magical properties. |
copper ring of tenacity =+21 Life=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
rogue's copper ring =+3 Cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
titan's copper ring =+3 Con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
marksman's steel ring of nature (+24%) =+4 Dex=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+8 eff.) Changes stats: +4 Dex Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
marksman's steel ring of perseverance =+3 Dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +22% Life regen: +1.00 Rings can have magical properties. |
This item is on your store wish list.sneakthief's steel ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+7 eff.) Effects on melee hit: * 13% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 21 light Changes stats: +5 Cun / +5 Dex Rings can have magical properties. |
mule's gold ring =+23 enc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Maximum encumbrance: +23 Rings can have magical properties. |
rogue's gold ring of pilfering =+4 Cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+10 eff.) Armour penetration: +9 Defense: +15 (+5 eff.) Changes stats: +4 Cun It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+7 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+4 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.6 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 90% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
earthen yew magestaff of fate (20-24 power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +4% Changes damage: +20% cold Talent granted: +1 Command Staff Physical save: +11 (+6 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
ethereal yew vilestaff (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 6 % chance of confusion Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Damage Shield penetration: +18% Staves designed for wielders of magic, by the greats of the art. |
short yew vilestaff of might (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of might (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of breaching (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Acera (33-46.2 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 28 power out of 30/30) : Effective talent level: 4.0 Power cost: 28 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 34 acid damage in a 4 radius ball. This damage will increase by 24% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Brodykhad (35.5-49.7 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning When wielded/worn: Fatigue: -8% Changes stats: +2 Mag / +2 Wil Grants telepathy: Dragon Light radius: +2 See invisible: +18 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel waraxe of phasing (21-29.4 power, 9 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +27% Burst (radius 1) on hit: +8 fire One-handed war axes. |
quick dwarven-steel dagger of daylight (17.5-22.75 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 111% Damage (Melee): +4 light Damage against: +8% Undead When wielded/worn: Accuracy: +7 (+7 eff.) Changes stats: +2 Dex Sharp, short and deadly. |
Hanavon the dwarven-steel shield (8 def, 2 armour, 74 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+3 eff.) Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 14% chance to daze at end of turn Changes stats: +3 Dex Changes resistances: +13% lightning / +24% cold / +5% arcane Changes damage: +3% physical Talent granted: +3 Block Healing mod.: +10% Handheld deflection devices. |
cashmere robe of power (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +10% all Spellpower: +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Girdle of the Calm Waters =+3Wil 20%BltCldNat 30%HM=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
balancing hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Dex / +4 Mag / +4 Wil / +4 Cun Spell crit. chance: +4% Mental crit. chance: +8% A belt that goes around your waist. |
insulating hardened leather belt of carrying =+26 enc=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +5% fire / +6% cold Maximum encumbrance: +26 A belt that goes around your waist. |
resilient linen cloak of protection (1 def, 0 armour) =+31 Life=Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Furnaceshine the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% fire Changes resistances penetration: +10% fire Changes damage: +15% blight / +12% fire Spell save: +38 (+9 eff.) Mental save: +10 (+3 eff.) Mana when firing critical spell: +2.00 Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Carrionwill the pair of rough leather boots (0 def, 1 armour) =+22 enc=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% nature Changes resistances penetration: +5% acid Changes damage: +12% nature Maximum encumbrance: +22 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) =Speed=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 38% (based on Cunning), costing 46 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of dwarven-steel boots of evasion (14 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +14 (+5 eff.) Fatigue: +3% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 28 cooldown : Effective talent level: 4.0 Power cost: 28 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvymina (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 light Damage when hit (Melee): 20 arcane Changes stats: +2 Str / +2 Wil / +2 Cun / +2 Con Changes resistances: +7% light Changes damage: +6% light Infravision radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Salybreda' (0 def, 1 armour) =+4 Str +3 Con=Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Changes stats: +4 Str / +3 Con Metal gloves protecting the hands up to the middle of the lower arm. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (136 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang =ESP Animal/Canine=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Celia's Still Beating Heart =Soul=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 274 power out of 300/300. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Tooth of the Mouth (dig speed 12 turns) =OH 15 Blt 4%Blt 12Dig=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) =Annulment=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 28 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 185 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. |
quiet dwarven-steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Steli the Higher Necromancer level 23
28th Pyre 123rd year of Ascendancy at 12:02 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Steli the Higher Necromancer level 12
47th Dusk 122nd year of Ascendancy at 07:52 see stats
Exterminator
Killed 1000 creatures.By Steli the Higher Necromancer level 16
44th Haze 122nd year of Ascendancy at 16:18 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Steli the Higher Necromancer level 23
28th Pyre 123rd year of Ascendancy at 11:31 see stats
Level 10
Got a character to level 10.By Steli the Higher Necromancer level 10
18th Dusk 122nd year of Ascendancy at 22:47 see stats
Level 20
Got a character to level 20.By Steli the Higher Necromancer level 20
27th Regrowth 123rd year of Ascendancy at 22:58 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Steli the Higher Necromancer level 24
8th Mirth 123rd year of Ascendancy at 15:20 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Steli the Higher Necromancer level 13
63rd Dusk 122nd year of Ascendancy at 17:40 see stats
That was close
Killed your target while having only 1 life left.By Steli the Higher Necromancer level 3
9th Mirth 122nd year of Ascendancy at 04:34 see stats
The Arena
Unlocked Arena mode.By Steli the Higher Necromancer level 11
28th Dusk 122nd year of Ascendancy at 09:29 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Steli the Higher Necromancer level 23
28th Pyre 123rd year of Ascendancy at 12:02 see stats
The secret city
Discovered the truth about mages.By Steli the Higher Necromancer level 13
3rd Haze 122nd year of Ascendancy at 00:58 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Steli the Lich Necromancer level 24
1st Summertide 123rd year of Ascendancy at 00:01 see stats
Log
Weakness Disease from Elven blood mage hits Melinda for 24 blight damage.
Steli casts Invoke Darkness.
Ghast is free from the decrepitude disease.
Steli hits Elven cultist for (173 shifted), 0 darkness (0 total damage).
Steli hits Elven corruptor for 175 darkness damage.
Eternal bone giant is free from the weakness disease.
Rotting Disease from Elven cultist hits Eternal bone giant for 15 blight damage.
Elven cultist casts Dark Portal.
Eternal bone giant hits Elven corruptor for 24 physical, 8 blight (32 total damage).
Melinda is free from the weakness disease.
Elven corruptor casts Rune: Lightning.
Steli casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Decrepitude Disease from Elven cultist hits Melinda for 44 blight damage.
Elven corruptor hits Eternal bone giant for 47 lightning damage.
Elven corruptor hits Steli for 54 lightning damage.
Steli picks up (u.): flaming dwarven-steel waraxe of phasing (21-29.4 power, 9 apr).
Rotting Disease from Elven cultist hits Eternal bone giant for 15 blight damage.
Elven cultist casts Soul Rot.
Quest 'The Sect of Kryl-Feijan' is failed! (Press 'j' to see the quest log)
Elven cultist's Soul Rot hits Melinda for 178 blight damage.
Decrepitude Disease from Elven cultist hits Melinda for 44 blight damage.
Eternal bone giant is free from the rotting disease.
Steli deactivates Necrotic Aura.
The protective shield of Steli disappears.
Steli deactivates Premonition.
Steli deactivates Blurred Mortality.





































































































