











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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 Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Necromancer |
| Level / Exp | 27 / 39% |
| Size | big |
| Lifes / Deaths | Killed by enthralled slave at level 17 on the 27th Dearth 122nd year of Ascendancy at 18:54 0 / 7Killed by poison gas trap at level 17 on the 32nd Dearth 122nd year of Ascendancy at 16:19 Killed by Belilema the dredgling at level 23 on the 13rd Loss 122nd year of Ascendancy at 10:32 Killed by Gloin at level 23 on the 13rd Loss 122nd year of Ascendancy at 23:09 Killed by Emirin the brown bear at level 25 on the 20th Shortage 122nd year of Ascendancy at 21:11 Killed by Silemina the cave bear at level 25 on the 21st Shortage 122nd year of Ascendancy at 13:35 Killed by Salelle the vampire at level 27 on the 20th Iron 123rd year of Ascendancy at 03:14 |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 37 (base 30) |
| Magic | 70 (base 57) |
| Willpower | 35 (base 23) |
| Cunning | 25 (base 20) |
Resources
| Life | -288/726 |
| Mana | 27/407 |
| Soul | 0/14 |
| Healing Factor | 1.3441015905905 |
| Regeneration | 28.562158800049 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | +12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 24.108545491274 |
| See Invisible | 42.108545491274 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 2 |
| Crit Chance | 8% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 8% |
| Speed | 0.89285714285714 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +14% |
| Lightning | +12% |
| Light | +8% |
| Temporal | +7% |
| Blight | +22% |
| Physical | +8% |
| Mind | +20% |
| All | +2% |
Offense: Damage Penetration
| Light | +25% |
| Fire | +25% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 8 |
| Physical Save | 46 |
| Spell Save | 50 |
| Mental Save | 48 |
Defense: Resistances
| Cold | + 6%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 23%( 70%) |
| Darkness | + 9%( 70%) |
| Arcane | + 8%( 70%) |
| Mind | + 12%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 97 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Master necromancer | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 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 Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | 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. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 6. | 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. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. * You've found the needed red crystal shard. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * '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.' * You've found the needed pouch of bone giant dust. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | 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 | Flashhunt (0 def, 12 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +12% nature Res.pen +25% fire +25% light +20% nature ----- def ----- Armour +12 ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | Mayyregara the Frigidwrack2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% cold Max.HP +40.00 HP.reg +4.00 Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +5 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. |
| On head | Extradimensional Hat (0 def, 0 armour)2.0 T1 head armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Resists +5% temporal ---------- misc Max.enc +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
| Tool | Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
| On fingers | Drilekan0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Str +9 Wil +5 Cun dps ---------- Phys.pwr +10 (+3 eff.) Mind.pwr +7 (+4 eff.) Apr +3 ----- def ----- Defense +15 (+5 eff.) Rings make your fingers look great! |
| On fingers | voratun ring 'Layumina'0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +15 (+5 eff.) Resists +20% lightning +6% darkness Knockbk- +20% Rings make your fingers look great! |
| Around waist | Oledin1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Crit.chn- 5.00% Spell.save +6 (+2 eff.) ---------- misc See.Invis +18 Size +1 A belt that goes around your waist. |
| In main hand | keeper's yew vilestaff of channeling (20-24 power, 4 apr, blight element)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: dps ---------- Spell.crit +3% Spell.pwr +17 (+5 eff.) Spell.spd +12% Dmg.mod +20% blight ---------- misc Mana/turn +0.16 Talents +1 Command Staff Paradox regeneration: -3.00 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Tulythad (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Resists +6% lightning +15% temporal Die.at -40.00 life Max.HP +40.00 HP.reg +7.00 Poison- +20% ---------- misc Stam/turn +1.20 Max.stam +35.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | drakeskin leather armour 'Ganariblek' (20 def, 8 armour)9.0 T5 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +6% light +5% arcane Mind.save +15 (+5 eff.) Max.HP +53.00 HP.reg +10.00 Heal.mod +14% Disease- +20% A suit of armour made of leather. |
| Cloak | Ivolevena the Shineward (33 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Melee Ret 4 light 8 physical ----- def ----- Defense +33 (+11 eff.) Resists +6% light +9% mind Phys.save +8 (+3 eff.) Max.HP +65.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Voltaic Pendant0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 1.0 Pwr.cost 26 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes an arc of lightning doing 45.40 to 136.21 damage (90.81 average) and chaining to another target. The arc can jump to 4 targets at most, up to 10 grids apart, and will never jump to the same target twice, or to the caster. The arc will also strike all creatures between each target. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Inventory
healing infusion of the duelist (heal 63; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 63 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 277; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
vial of white fluid0.0 potion [Plot Item] Nature |
Rune of the Rift (290.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Is a spell Description: Inflicts 310.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 190 (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. This item has been sent to the Item's Vault. |
restful gold amulet of mastery (0.14 Spell / Grave)0.1 T3 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Masteries +0.14 Spell/Grave Amulets make your neck look great! |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.13 Max.mana +22.00 Amulets make your neck look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Scorchstreaker0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +24% lightning +30% fire Rings make your fingers look great! |
pixie's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
arcing dwarven-steel longsword of massacre (32-45 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Sharp, long, and deadly. |
magelord's yew magestaff of might (20-24 power, 4 apr, cold element)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: dps ---------- Phys.crit +8.0% Spell.crit +10% Spell.pwr +15 (+5 eff.) Melee+ 28 arcane Dmg.mod +20% cold ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of might (20-24 power, 4 apr, darkness element)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: dps ---------- Spell.crit +13% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Chillwild (12 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +2 Dex +6 Con dps ---------- Melee Ret 4 cold ----- def ----- Defense +12 (+4 eff.) Phys.save +13 (+4 eff.) ---------- misc Light +3 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blackwhisper the elven-silk robe (0 def, 6 armour)2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +29% nature Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +6 Resists +3% lightning +3% physical +9% cold +30% nature +15% all Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
dreamer's Robe of the Worm (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: ----- def ----- Resists +10% darkness +11% mind +7% all Phys.save +11 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +21 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eclipsetitan the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Rare] Psionic While equipped: Stats +6 Cun +3 Wil dps ---------- Melee Ret 4 cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Resists +9% acid +15% darkness +5% arcane Phys.save +8 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +5 (+2 eff.) A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
scholar's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 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. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 81.85 mind damage and cripples the target's higher mental functions, reducing cunning by 8 and confusing (24% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
radiant dwarven-steel mail armour of command (9 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +13 Defense +9 (+3 eff.) Fatigue +12% Resists +18% blight +15% darkness Mind.save +13 (+5 eff.) ---------- misc Light +1 A suit of armour made of mail. |
iron shield of shrapnel (0 def, 2 armour, 18 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Sileth the Furnaceraze (24/24, 69-97 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Rare] Master Power 69.0 - 96.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +18.0% Capacity 24 Ranged+ +16 cold +16 fire On Hit.r1 +8 cold +20 light +20 fire On Crit.r2 +8 light +16 fire On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Undeathcast (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +15% nature +18% mind Res.pen +10% light Apr +8 Melee Ret 6 mind ----- def ----- Resists +9% light +9% nature While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Transmogrification Chest2.0 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. |
extending ash totem of healing [power 170] (13 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Gloin the Dwarf Necromancer level 27
8th Iron 123rd year of Ascendancy at 10:27 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Gloin the Dwarf Necromancer level 26
22nd Shortage 122nd year of Ascendancy at 23:00 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Gloin the Dwarf Necromancer level 8
27th Voratun 122nd year of Ascendancy at 12:48 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Gloin the Dwarf Necromancer level 25
5th Shortage 122nd year of Ascendancy at 12:14 see stats
Earth Master
Killed Harkor'Zun.By Gloin the Dwarf Necromancer level 20
9th Loss 122nd year of Ascendancy at 04:49 see stats
Exterminator
Killed 1000 creatures.By Gloin the Dwarf Necromancer level 18
41st Dearth 122nd year of Ascendancy at 06:43 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gloin the Dwarf Necromancer level 27
8th Iron 123rd year of Ascendancy at 09:52 see stats
Level 10
Got a character to level 10.By Gloin the Dwarf Necromancer level 10
40th Profit 122nd year of Ascendancy at 08:35 see stats
Level 20
Got a character to level 20.By Gloin the Dwarf Necromancer level 20
1st Loss 122nd year of Ascendancy at 23:46 see stats
Size matters
Did over 600 damage in one attack.By Gloin the Dwarf Necromancer level 19
1st Loss 122nd year of Ascendancy at 00:06 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Gloin the Dwarf Necromancer level 5
18th Voratun 122nd year of Ascendancy at 14:55 see stats
That was close
Killed your target while having only 1 life left.By Gloin the Dwarf Necromancer level 16
16th Dearth 122nd year of Ascendancy at 23:39 see stats
The Arena
Unlocked Arena mode.By Gloin the Dwarf Necromancer level 8
36th Profit 122nd year of Ascendancy at 17:53 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Gloin the Dwarf Necromancer level 17
28th Dearth 122nd year of Ascendancy at 04:48 see stats
The secret city
Discovered the truth about mages.By Gloin the Dwarf Necromancer level 11
43rd Profit 122nd year of Ascendancy at 05:01 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Gloin the Dwarf Necromancer level 17
27th Dearth 122nd year of Ascendancy at 07:09 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Gloin the Dwarf Necromancer level 27
8th Iron 123rd year of Ascendancy at 12:50 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gloin the Dwarf Necromancer level 20
2nd Loss 122nd year of Ascendancy at 19:30 see stats
Log
Black Ice is still on cooldown for 2 turns.
Gloin casts Invoke Darkness.
Gloin hits Salelle the vampire for (62 absorbed), (62 mana), 0 darkness (0 total damage).
Salelle the vampire's Chromatic Orb hits Gloin for 86 lightning damage.
Salelle the vampire is not stunned anymore.
Bleeding from Gloin hits Salelle the vampire for (60 absorbed), (60 mana), 0 physical (0 total damage).
Salelle the vampire casts Invoke Darkness.
Salelle the vampire's spell attains critical power!
Salelle the vampire hits Gloin for 154 darkness damage.
Bleeding from Gloin hits Salelle the vampire for (60 absorbed), (60 mana), 0 physical (0 total damage).
Salelle the vampire casts Rune: Manasurge.
Salelle the vampire starts to surge mana.
Talent Black Ice is ready to use.
Salelle the vampire stops bleeding.
Salelle the vampire casts Manathrust.
Salelle the vampire's spell attains critical power!
Salelle the vampire hits Gloin for 325 arcane damage.
Talent Invoke Darkness is ready to use.
Salelle the vampire casts Chromatic Orb.
Gloin uses Infusion: Regeneration.
Gloin starts regenerating health quickly.
Salelle the vampire's Chromatic Orb hits Gloin for 231 fire damage.
Salelle the vampire casts Disintegrate.
Salelle the vampire hits Gloin for 85 temporal, 101 darkness (186 total damage).
Gloin the level 27 dwarf necromancer was swallowed by the void to death by Salelle the vampire on level 2 of Last Hope Graveyard.

















































































































