









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Viper Class 1.7.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.6Donators/Buyers bonus! 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.
Bloodriver Adherent Class 1.7.6Adds some Mage subclasses. Currently, adds the following classes: Bloodriver Adherent --- Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! --- Bloodriver Staffmasters do not attune so much to arcane energies compared to Adherents. Instead, they hone themselves to gain martial prowess. While they don't have easy access to basic element trees compared to Adherents, they have their own unique talents with stronger emphasis on bleed. --- If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodrivers! Best regards, Shad3. Infected 1.7.6I finally updated this mod :D It's been completely rebalanced and contains a ton of new stuff! You are not ill; you are a weapon. A host to a menagerie of plagues, your body is a battleground you have learned to command. Every joint aches with power, every fever fuels your spells. You wade into battle, letting your infections flare and spread, hammering foes with disease-charged blows or scouring them with projected corruption. You are the source of the outbreak, and your resilience is the only thing holding the chaos within you at bay—because every plague you unleash gnaws at your own life just as eagerly as your enemies. Mechanics: • Spread Blight: Spread up to 6 unique Infections, ravage your enemies with the now-actually-useful Poison Storm, and watch them die to your limitlessly stacking Decay. Balancing Thanks to: 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. Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Devgen's Cultist Rebalance 1.7.6Cultist of Entropy is a thematically excellent class that many enjoy. I seek to buff the class and offer differing, more powerful playstyles. The intent of this addon is to buff the budding Cultist so they have more tools at their disposal, both in terms of damage and survivability, whether passive or active. This addon is intended to bring the class more up to the level of classes like Paradox Mage whilst including fun changes that hopefully mitigate some of the drag in CoE's early game. The full list of all changes is visible on the GitHub: https://github.com/deviousgenius/tome-devgen-cultist-rebalance Changelog: Demented/Nether Netherblast Netherblast (Empowered) Rift Cutter Rift Cutter (Empowered) Spatial Distortion Spatial Distortion (Empowered) Demented/Madness Hideous Visions Sanity Warp (Rework) Nullmail Demented/Entropy Entropic Gift Black Hole Demented/Timethief Accelerate Switch Demented/Rift Reality Fracture Quantum Tunneling Demented / Doom Prophecy Grand Oration Twofold Curse Demented / Beyond sanity Anarchic Walk Forbidden Echoes Prodigy (Class Evolution): Through rites long forgotten, the cultist gains forbidden power and knowledge over their entropy. When you cast certain spells, there is a 50%% chance that the echoes of your actions will manifest and repeat the same spell at half damage. These spells are: You have additionally been imbued with forbidden knowledge. As a result, you gain: Heed this final warning: To invoke entropy twice is to invite its wrath. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Spellweaver (Beacon of the Spellweavers) |
| Level / Exp | 44 / 1% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 37 (base 10) |
| Constitution | 51 (base 28) |
| Magic | 164 (base 60) |
| Willpower | 54 (base 30) |
| Cunning | 76 (base 60) |
Resources
| Life | 951/951 |
| Mana | 636/636 |
| Healing Factor | 1.2840316950178 |
| Regeneration | 4.1731030088079 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 7 |
| See Stealth | 61.100471308951 |
| See Invisible | 61.100471308951 |
Offense: Mainhand
| Damage | 319 |
| Accuracy | 39 |
| Crit Chance | 27% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 110 |
| Crit Chance | 88% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +72% |
| Blight | +84% |
| Arcane | +82% |
| Cold | +77% |
| All | +54% |
| Lightning | +65% |
| Light | +74% |
| Temporal | +79% |
| Darkness | +92% |
| Fire | +72% |
| Physical | +73% |
Offense: Damage Penetration
| Acid | +104% |
| Blight | +104% |
| Arcane | +92% |
| Cold | +95% |
| All | +65% |
| Lightning | +95% |
| Light | +73% |
| Temporal | +92% |
| Physical | +99% |
| Darkness | +73% |
| Fire | +99% |
| Nature | +75% |
Defense: Base
| Armour (hardiness) | 66.873836621616 (30%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 67 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 61%( 70%) |
| Physical | + 61%( 70%) |
| Cold | + 59%( 70%) |
| All | + 56%( 70%) |
| Darkness | + 68%( 70%) |
| Lightning | + 58%( 70%) |
| Arcane | + 61%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 59%( 70%) |
Defense: Immunities
| Silence Resistance | 100% |
| Confusion Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1169 damage for 6 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 291 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 270 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spellweaving / Ruin | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Spellweaving / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spellweaving / Elementalist | 1.30 |
| 15/15 |
| 3/3 |
| 3/3 |
| 3/3 |
| 3/3 |
| 3/3 |
| Spellweaving / Advanced staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spellweaving / Wind and rain | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spellweaving / Spellweaving mastery | 1.30 |
| 3/3 |
| 3/3 |
| 3/3 |
| 3/3 |
| Spellweaving / Molten | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spellweaving / Otherworldly | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spellweaving / Spellweaver | 1.30 |
| 3/3 |
| 3/3 |
| 3/3 |
| 3/3 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spellweaving / Shieldweaving | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spellweaving / Metaweaving | 1.00 |
| 1/1 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spellweaving / Runic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spellweaving / Warpweaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Meta Empowerment |
| talent | Slag Shield of Haste |
| talent | Darklight Confusion |
| talent | Relentless Hailstorm |
| talent | Advanced Staff Combat |
| talent | Void Dance |
| talent | Slag Shield of Haste |
| talent | Unending Melting |
| talent | Defensive Posture |
| talent | Runic Modification |
| talent | Acidic Pestilence |
| beneficial effect | Through motion, your magic is enhanced. Your next Spellwoven spell gains a 1.12 Spellweave Multiplier. Otherworldly Flow |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Wolfmire. Escort: worried loremaster (level 2 of Wolfmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Magic by +5. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 unlocked the hall of reflections. * 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: 860. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
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 |
You have been studying Spellweaving at Wovenhome for many years. Weaver of LifeHowever, this quiet lifestyle has simply become boring, so you have asked Professor Hundredeyes for more field work. Now you are going to go to the Woven Woods, where a Spellweaver named Kia, who specializes in the creation of animal-like Spellwoven constructs, has gone silent and stopped sending regular shipments of food. Professor Hundredeyes can send you to the Woven Woods when you are prepared. * You have made it through the Spellwoven creatures and found Kia. * You have defeated the controller construct, although the magical backlash has sent you somewhere unexpected... | active |
Equipment
| On feet | emerald feet (0 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: -6% Changes stats: +3 Cun / +4 Wil Changes resistances: +10% acid / +5% lightning / +5% fire / +7% cold / +3% all Changes damage: +12% temporal Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stamina each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +37.00 Movement speed: +10% A pair of boots made of leather. |
| Light source | dwarven lantern of illusionInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Physical save: +15 (+7 eff.) Spell save: +18 (+4 eff.) Mental save: +16 (+5 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | citrine head (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 52% Changes stats: +3 Dex / +10 Mag / +2 Cun / +7 Con Changes resistances: +14% darkness / +12% physical Changes damage: +8% physical / +10% darkness / +12% cold Maximum hate: +11.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Light radius: +4 Infravision radius: +4 A pointy cloth hat, very wizardly... |
| Tool | Xanudherivena [power 200] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Critical mult.: +20.00% Spell save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 Spellpower: +20 (+3 eff.) Damage Shield penetration: +30% It can be used to create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | jade ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +4 Changes stats: +6 Mag / +6 Wil Changes resistances: +4% all Spellpower: +13 (+2 eff.) Mindpower: +9 (+2 eff.) Rings make your fingers look great! |
| On fingers | emerald ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +6 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +3% all Spellpower: +8 (+1 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 5.5 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
| Around waist | zircon beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +1 Changes stats: +4 Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances: +1% all Spell crit. chance: +4% Mental crit. chance: +5% A belt that goes around your waist. |
| In main hand | The Beacon of the Spellweavers (182% power, 15 apr, Elementalist's Prismatic element) The Beacon of the Spellweavers (182% power, 15 apr, Elementalist's Prismatic element)Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 182% Range: 1.2x Uses stat: 256% Mag Damage type: Elementalist's Prismatic Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +15 Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +5 Wil / +5 Mag Changes damage: +37% all Talent granted: +1 Command Staff Critical mult.: +30.00% Spell save: +20 (+5 eff.) Mental save: +20 (+6 eff.) Silence immunity: +100% Confusion immunity: +100% Stun/Freeze immunity: +100% Maximum mana: +200.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +30% Lowers spell cool-downs by: 10% Damage Resonance (when hit): +50% You gain a variety of special effects based on which locked trees you know (see the Spellweaver's Reflection talent). Additionally, Spellwoven spells gain a small amount of bonus damage (20% of normal power) of a random element you have unlocked, including any status chances associated with that element. This staff has been passed down through generations of Spellweavers. Seemingly a plain walking stick, it bears centuries of Spellwoven enchantments. Now you hold it, helping to define the future for Spellweavers. |
| On hands | aquamarine hands (0 def, 4 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Armour: +4 Damage (Melee): 8 fire Changes stats: +5 Cun / +4 Dex Changes resistances: +2% all / +8% fire Changes damage: +15% blight / +7% fire Life regen: +3.00 Stamina each turn: +0.90 Psi each turn: +0.20 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | emerald cloth (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 52% Damage when hit (Melee): 2 acid Changes stats: +2 Cun Changes resistances: +6% nature / +14% all Changes resistances penetration: +10% nature Changes damage: +3% acid / +16% light / +9% darkness Spell save: +18 (+4 eff.) Mana each turn: +0.13 Maximum mana: +55.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | jade cloak (10 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% darkness / +12% arcane / +4% all Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 20 power out of 28/28) : Effective talent level: 3.9 Power cost: 20 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 388.99 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | aquamarine amuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Fatigue: -20% Changes resistances: +2% all Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Spellshattered Staff (120% power, 5 apr, blight element)Requires: - Magic 20 - Strength 10 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Fatigue: +7% Changes stats: +3 Mag / +3 Wil / +3 Cun Changes damage: +17% blight Talent granted: +1 Command Staff Maximum mana: +30.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% Spellwoven spells gain a small amount of bonus damage (10% of normal power) of a random element you have unlocked, including any status chances associated with that element. The gem in the center of the Controller Construct seems to have been conveniently attached to a chunk of metal and crystal that makes a decent, if very heavy, staff. Despite its unusual weight, you notice that your spells seem to be charged up a little with the excess elemental power of the Controller Construct. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 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. |
Xagavena (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +1 Str Poison immunity: +10% Knockback immunity: +10% Only die when reaching: -40.00 life Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 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. |
9 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 70 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Spellweaver's Teaching LoomPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Changes stats: +3 Wil / +3 Mag Talent masteries: +0.20 Spellweaving / Shieldweaving +0.20 Spellweaving / Warpweaving Your Spellweave multiplier for casting Spellwoven shields and teleportation spells is increased by 7.5%. It can be used to activate talent Weave Shield (costing 25 power out of 40/40) : Effective talent level: 2.5 Power cost: 25 out of 40/40. Range: 10 Travel Speed: instantaneous Is: a spell Description: By focusing through the frame loom, create a basic shield. Generate a damage shield of one of four Spellwoven shield types, with 478 base power and 6 duration modified by the shield type: Basic: Normal damage shield with no effects. 100% power. Phantasmal: Only absorbs damage 50% of the time. 140% power. Dispersing: Only absorbs 100 damage from each damage instance. 125% power. Perfect Block: Only lasts 1 turn. 700% power. Shield power scales with Magic. Weaving is a common method used to teach novice Spellweavers the art of weaving the threads of magic. This tiny, weathered, handheld frame loom must have been used for teaching so many times that it absorbed a portion of Spellweaver magic. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 140 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 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) Activation costs 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 21 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. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
2 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. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Weaveo the Cornac Spellweaver level 27
20th Rainstorm 123rd year of Ascendancy at 03:14 see stats
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Weaveo the Cornac Spellweaver level 43
20th Shadow 123rd year of Ascendancy at 19:08 see stats
Against all odds
Killed Ukruk in the ambush.By Weaveo the Cornac Spellweaver level 42
13rd Shadow 123rd year of Ascendancy at 00:08 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Weaveo the Cornac Spellweaver level 39
43rd Sickness 123rd year of Ascendancy at 10:43 see stats
Bringer of Doom
Killed a Bringer of Doom.By Weaveo the Cornac Spellweaver level 30
1st Burning 123rd year of Ascendancy at 11:35 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Weaveo the Cornac Spellweaver level 31
5th Burning 123rd year of Ascendancy at 13:40 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Weaveo the Cornac Spellweaver level 15
32nd Caustic 122nd year of Ascendancy at 00:15 see stats
Dethroned
Vanquished the Glass Golem without letting it use the glass throne to heal.By Weaveo the Cornac Spellweaver level 42
12nd Shadow 123rd year of Ascendancy at 11:29 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Weaveo the Cornac Spellweaver level 36
31st Caustic 123rd year of Ascendancy at 17:56 see stats
Earth Master
Killed Harkor'Zun.By Weaveo the Cornac Spellweaver level 23
21st Timestill 123rd year of Ascendancy at 11:15 see stats
Exterminator
Killed 1000 creatures.By Weaveo the Cornac Spellweaver level 18
43rd Sickness 122nd year of Ascendancy at 15:43 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Weaveo the Cornac Spellweaver level 28
22nd Rainstorm 123rd year of Ascendancy at 09:19 see stats
Guiding Hand
Saved all escorted adventurers.By Weaveo the Cornac Spellweaver level 43
14th Frostwave 123rd year of Ascendancy at 22:22 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Weaveo the Cornac Spellweaver level 26
2nd Rainstorm 123rd year of Ascendancy at 17:34 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Weaveo the Cornac Spellweaver level 32
12nd Burning 123rd year of Ascendancy at 23:05 see stats
Level 10
Got a character to level 10.By Weaveo the Cornac Spellweaver level 10
44th Burning 122nd year of Ascendancy at 16:03 see stats
Level 20
Got a character to level 20.By Weaveo the Cornac Spellweaver level 20
5th Shadow 122nd year of Ascendancy at 08:51 see stats
Level 30
Got a character to level 30.By Weaveo the Cornac Spellweaver level 30
44th Luminous 123rd year of Ascendancy at 17:21 see stats
Level 40
Got a character to level 40.By Weaveo the Cornac Spellweaver level 40
8th Shadow 123rd year of Ascendancy at 01:53 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Weaveo the Cornac Spellweaver level 27
11st Rainstorm 123rd year of Ascendancy at 05:23 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Weaveo the Cornac Spellweaver level 33
15th Burning 123rd year of Ascendancy at 08:58 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Weaveo the Cornac Spellweaver level 31
11st Burning 123rd year of Ascendancy at 19:01 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Weaveo the Cornac Spellweaver level 21
24th Shadow 122nd year of Ascendancy at 19:14 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Weaveo the Cornac Spellweaver level 26
30th Timestill 123rd year of Ascendancy at 19:30 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Weaveo the Cornac Spellweaver level 39
44th Sickness 123rd year of Ascendancy at 06:31 see stats
Size is everything
Did over 1500 damage in one attack.By Weaveo the Cornac Spellweaver level 36
31st Caustic 123rd year of Ascendancy at 05:38 see stats
Size matters
Did over 600 damage in one attack.By Weaveo the Cornac Spellweaver level 26
30th Timestill 123rd year of Ascendancy at 17:23 see stats
The Arena
Unlocked Arena mode.By Weaveo the Cornac Spellweaver level 10
45th Burning 122nd year of Ascendancy at 02:26 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Weaveo the Cornac Spellweaver level 30
3rd Burning 123rd year of Ascendancy at 09:35 see stats
The secret city
Discovered the truth about mages.By Weaveo the Cornac Spellweaver level 7
38th Burning 122nd year of Ascendancy at 23:38 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Weaveo the Cornac Spellweaver level 30
2nd Burning 123rd year of Ascendancy at 22:42 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Weaveo the Cornac Spellweaver level 36
32nd Burning 123rd year of Ascendancy at 18:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Weaveo the Cornac Spellweaver level 19
2nd Shadow 122nd year of Ascendancy at 09:57 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Weaveo the Cornac Spellweaver level 42
12nd Shadow 123rd year of Ascendancy at 19:50 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Weaveo the Cornac Spellweaver level 41
12nd Shadow 123rd year of Ascendancy at 00:17 see stats
Log
You gain 3.60 gold from the transmogrification of fleetfooted pair of hardened leather boots (7 def, 3 armour).
You gain 0.89 gold from the transmogrification of slimy cashmere robe (0 def, 0 armour).
You gain 22.29 gold from the transmogrification of Woeborn the hardened leather belt.
You gain 5.62 gold from the transmogrification of yew starstaff of channeling (120% power, 4 apr, physical element).
You gain 5.02 gold from the transmogrification of blighted yew magestaff (120% power, 4 apr, fire element).
You gain 6.96 gold from the transmogrification of plaguebringer's dwarven-steel mace of paradox (130% power, 4 apr).
You gain 9.63 gold from the transmogrification of caustic stralite longsword of rage (142% power, 5 apr).
You gain 3.25 gold from the transmogrification of elven-wood longbow of recursion.
You gain 6.91 gold from the transmogrification of truestriking stralite dagger of crippling (135% power, 9 apr).
You gain 5.89 gold from the transmogrification of elemental stralite dagger of paradox (135% power, 9 apr).
You gain 25.00 gold from the transmogrification of stralite ring 'Zurolar'.
You gain 1.55 gold from the transmogrification of marksman's gold ring.
You gain 25.00 gold from the transmogrification of Dimbreaker the gold ring.
You gain 0.59 gold from the transmogrification of teleportation rune (range 276; cd 10).
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 61; blocks 10; dur 4; cd 15).
You gain 1.82 gold from the transmogrification of shielding rune (absorb 1044; dur 5; cd 15).
You gain 1.71 gold from the transmogrification of shielding rune (absorb 1000; dur 6; cd 14).
You gain 1.58 gold from the transmogrification of shielding rune (absorb 950; dur 6; cd 16).
You gain 1.60 gold from the transmogrification of ethereal rune (power 46; resist 52%; move 71%; dur 5; cd 18).
You gain 1.76 gold from the transmogrification of blink rune (range 13; phase 40; cd 14).
You gain 1.65 gold from the transmogrification of biting gale rune of the duelist (damage 874; dur 4; cd 22).
You gain 25.00 gold from the transmogrification of Prismatic Rune (6 turns; lightning, physical, blight, acid, arcane, mind).
You gain 1.50 gold from the transmogrification of wild infusion of the wizard (res 51%; mental; dur 3; cd 16).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; mental; dur 4; cd 12).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; mental; dur 3; cd 11).
You gain 1.23 gold from the transmogrification of regeneration infusion (heal 246; 17 cd).
There is a previous level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
The Beacon of the Spellweavers thrums with power.
Weaveo's runes glow.





























































