












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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 | Male |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 17 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Waldanri the Invoker at level 15 on the 42nd Haze 122nd year of Ascendancy at 07:36 2 / 3Killed by enthralled slave at level 16 on the 78th Haze 122nd year of Ascendancy at 03:11 Killed by Glyth the dremling at level 17 on the 23rd Regrowth 123rd year of Ascendancy at 14:47 |
| Antimagic | Follower |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 51 (base 44) |
| Cunning | 39 (base 36) |
Resources
| Life | 164/278 |
| Stamina | 250/250 |
| Equilibrium | 59 |
| Healing Factor | 1.6164835164835 |
| Regeneration | 1.4548351648352 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 31.355337427401 |
| See Invisible | 37.355337427401 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 32 |
| Crit Chance | 16% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 32 |
| Crit Chance | 12% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Acid | +4% |
| Light | +10% |
| Nature | +28% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 17 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 21 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Blight | + 20%( 70%) |
| Cold | + 26%( 70%) |
| All | 0%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 30%( 70%) |
| Lightning | 0%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Pinning Resistance | 20% |
| Poison Resistance | 60% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 421% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| beneficial effect | You gain 12% resistance against darkness. Resolve |
Quests
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Earth's Eyes (+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 Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Evasion (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Possessed. | done |
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. You have been shown a secret entrance to his stronghold. | 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. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. * '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.' 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 warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within2 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 | traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -4% Maximum encumbrance: +20 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
| Light source | 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 (108 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | insulating linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% fire / +6% cold A pointy cloth hat, very wizardly... |
| On hands | corrosive rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 acid Changes resistances: +5% acid Changes damage: +4% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Islodhebeth the elm totem of thorny skin [power 16] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +5 Str / +1 Con See invisible: +6 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+4 eff.) Changes stats: +3 Cun Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | copper amulet of mastery (0.10 Wild-gift / Antimagic)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Wild-gift / Antimagic Amulets can have magical properties. |
| In main hand | Serpent's Glare (7-7.7 power, 25 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 51% Wil, 17% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +7 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 135.93 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | Girdle of the Calm WatersInfused 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. |
| In off hand | vined mindstar 'Veluda' (5.5-6.05 power, 30 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 60% Wil, 26% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +30 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Physical save: +4 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +4 (+2 eff.) Poison immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +10% Life regen: +0.50 Equilibrium when hit: +0.50 Hate per kill: +1.00 Psi per kill: +2.00 Maximum life: +10.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% It can be used to inflict 64.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+5 eff.) Changes stats: +2 Str / +1 Con Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | slimy woollen robe of nature (+15%) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Changes resistances: +15% nature Changes damage: +10% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level.wild infusion (resist 10%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.vision rune of the warrior (radius 8; dur 19; see horror) 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: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 15) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any horror around. Its effects scale with your Strength 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. |
restful copper amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Con Life regen: +1.10 Amulets can have magical properties. |
warrior's copper amulet of mastery (0.11 Wild-gift / Oozing blades)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.11 Wild-gift / Oozing blades Stamina each turn: +0.30 Amulets can have magical properties. |
steel amulet of mastery (0.12 Wild-gift / Corrosive blades)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.12 Wild-gift / Corrosive blades Amulets can have magical properties. |
BelarandCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +7 Str / +4 Mag / +2 Cun / +5 Con Changes resistances penetration: +10% arcane Changes damage: +9% blight Mana when firing critical spell: +3.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel ring 'Healslicer' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 nature Changes resistances: +24% light / +9% darkness Changes resistances penetration: +5% darkness / +5% nature Changes damage: +12% light 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 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
This item will automatically be transmogrified when you leave the level.shimmering ash magestaff of illumination (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+4 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.16 Maximum mana: +30.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 39.21 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.balanced steel greatsword (24.5-39.2 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+10 eff.) Defense: +9 (+6 eff.) Disarm immunity: +29% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's steel greatsword of the leech (24.5-39.2 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 14% * leeches stamina from the target When wielded/worn: Physical power: +9 (+3 eff.) Damage when hit (Melee): 10 nature slow Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +22% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.iron longsword 'Stormreign' (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 insidious poison / +8 lightning Burst (radius 1) on hit: +16 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Con / +2 Wil Reduces incoming crit damage: 15.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace (12.5-17.5 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 42.69 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level.steel dagger of projection (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.mighty cured leather sling of power Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +11% physical Changes damage: +10% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Bileonslaught (21/21, 32-44.8 power, 7 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 32.0 - 44.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * Slows global speed by 40% * 15% chance to cause random gloom Damage (Ranged): +15 mind Burst (radius 2) on crit: +8 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows of paradox (22/22, 22-30.8 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 22 On weapon hit: * 9% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +14 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.Cyruganne (2 def, 10 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +10 Defense: +2 (+2 eff.) Fatigue: +7% Changes stats: +5 Dex Changes resistances: +19% temporal Physical save: +42 (+18 eff.) Life regen: +0.40 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.steel mail armour of acid resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +16% acid A suit of armour made of mail. |
restful rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +3 Str Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +14.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
This item will automatically be transmogrified when you leave the level.opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
This item will automatically be transmogrified when you leave the level.topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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 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 180 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. |
This item will automatically be transmogrified when you leave the level.elm totem of cure ailments 'Duskcutter' [power 1] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness / 8 fire Changes resistances penetration: +15% darkness / +10% fire Changes damage: +21% darkness Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Liry the Cornac Oozemancer level 15
72nd Haze 122nd year of Ascendancy at 18:33 see stats
Bringer of Doom
Killed a Bringer of Doom.By Liry the Cornac Oozemancer level 15
42nd Haze 122nd year of Ascendancy at 08:45 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Liry the Cornac Oozemancer level 15
51st Haze 122nd year of Ascendancy at 08:21 see stats
Level 10
Got a character to level 10.By Liry the Cornac Oozemancer level 10
16th Haze 122nd year of Ascendancy at 01:02 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Liry the Cornac Oozemancer level 8
10th Mirth 122nd year of Ascendancy at 07:31 see stats
The Arena
Unlocked Arena mode.By Liry the Cornac Oozemancer level 6
79th Pyre 122nd year of Ascendancy at 04:52 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Liry the Cornac Oozemancer level 16
78th Haze 122nd year of Ascendancy at 13:52 see stats
Log
Liry hits Something for 0 arcane damage.
Grannor'vin's creeping dark hits Liry for (14 antimagic), 0 darkness (0 total damage).
Shadow slows down.
Shadow hits Liry for 57 physical damage.
Liry hits Shadow for 4 arcane damage.
Shadow hits Liry for 29 physical damage.
Liry hits Shadow for 4 arcane damage.
Liry is invigorated by the attack!
Something strikes Liry in the darkness (+25% damage).
Liry hits Something for 0 arcane damage.
Something hits Liry for (35 antimagic), 34 darkness (34 total damage).
Liry is invigorated by the attack!
Liry hits Something for 0 arcane damage.
Grannor'vin's creeping dark hits Liry for (12 antimagic), 0 darkness (0 total damage).
Liry is invigorated by the attack!
Liry hits Something for 0 arcane damage.
Grannor'vin's creeping dark hits Liry for (12 antimagic), 0 darkness (0 total damage).
Liry is invigorated by the attack!
Liry hits Something for 0 arcane damage.
Grannor'vin's creeping dark hits Liry for (12 antimagic), 0 darkness (0 total damage).
Shadow casts Phase Door.
Liry deactivates Antimagic Shield.
Liry deactivates Mitosis.
Liry is no longer attuned.
Liry deactivates Psiblades.







































































