









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Select your Escorts 1.5.0Allows 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. Ashes of Urh'Rok 1.5.0Official 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:
 Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Items Vault 1.5.0Donators/Buyers bonus! Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Possessor Bonus Class 1.5.4Donators/Buyers bonus! NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Higher | 
| Class | Necromancer | 
| Level / Exp | 22 / 13% | 
| Size | medium | 
| Lifes / Deaths | Killed by Grand Corruptor at level 17 on the 74th Haze 122nd year of Ascendancy at 12:160 / 6 Killed by fire drake at level 17 on the 74th Haze 122nd year of Ascendancy at 14:00 Killed by snow giant boulder thrower at level 19 on the 3rd Decay 122nd year of Ascendancy at 14:32 Killed by animated mummy wrappings at level 20 on the 19th Regrowth 123rd year of Ascendancy at 11:20 Killed by skeleton master archer at level 20 on the 20th Regrowth 123rd year of Ascendancy at 01:07 Killed by greater multi-hued wyrm at level 21 on the 43rd Regrowth 123rd year of Ascendancy at 23:21 | 
Primary Stats
| Strength | 12 (base 11) | 
| Dexterity | 11 (base 10) | 
| Constitution | 33 (base 31) | 
| Magic | 53 (base 50) | 
| Willpower | 46 (base 21) | 
| Cunning | 28 (base 12) | 
Resources
| Mana | 209/209 | 
| Vim | 184/184 | 
| Life | 462/462 | 
| Paradox | 300 | 
| Soul | 12/12 | 
| Healing Factor | 1.5499507389162 | 
| Regeneration | 2.2474285714285 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 4 | 
| Infravision | 7 | 
| See Stealth | 59.445430037185 | 
| See Invisible | 57.710710444951 | 
Offense: Mainhand
| Damage | 22 | 
| Accuracy | 5 | 
| Crit Chance | 9% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 40 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 37 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +20% | 
| Blight | +9% | 
| Cold | +11% | 
| Fire | +52% | 
| Nature | +12% | 
Offense: Damage Penetration
| Mind | +30% | 
| Lightning | +20% | 
Defense: Base
| Armour (hardiness) | 24 (30%) | 
| Defense | 20 | 
| Ranged Defense | 20 | 
| Fatigue | 8 | 
| Physical Save | 29 | 
| Spell Save | 43 | 
| Mental Save | 32 | 
Defense: Resistances
| Acid | + 16%( 70%) | 
| Blight | + 17%( 70%) | 
| Arcane | + 27%( 70%) | 
| Cold | + 36%( 70%) | 
| All | + 7%( 70%) | 
| Lightning | + 32%( 70%) | 
| Light | + 22%( 70%) | 
| Temporal | + 14%( 70%) | 
| Mind | + 19%( 70%) | 
| Darkness | + 43%( 70%) | 
| Fire | + 57%( 70%) | 
| Nature | + 39%( 70%) | 
Defense: Immunities
| Stun Resistance | 10% | 
| Bleed Resistance | 60% | 
| Confusion Resistance | 26% | 
| Teleport Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 20% | 
| Blind Resistance | 10% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild 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 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: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 91 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 914% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. | 
Class Talents
| Spell / Animus | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Nightfall | 1.30 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Grave | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Necrotic minions | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Advanced necrotic minions | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Necrosis | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 0.90 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Staff combat | 1.20 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Divination | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Race / Higher | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Hexes | 1.00 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Blurred Mortality | 
| talent | Necrotic Aura | 
| talent | Will o' the Wisp | 
| talent | Keen Senses | 
| talent | Premonition | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara.Escort: lone alchemist (level 1 of Daikara) As a reward you improved talent Channel Staff (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest.Escort: lone alchemist (level 1 of Old Forest) As a reward you improved talent Stone Touch (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell.Escort: lone alchemist (level 2 of Dreadfell) As a reward you improved talent Stone Touch (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest.Escort: lone alchemist (level 3 of Old Forest) As a reward you improved talent Stone Touch (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest.Escort: lone alchemist (level 4 of Old Forest) As a reward you improved talent Stone Touch (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lost warrior (level 2 of Ruins of Kor'Pul) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell.Escort: temporal explorer (level 3 of Dreadfell) As a reward you improved talent Precognition (+1 level(s)). | done | 
| The affairs of this mortal world are trifling compared to your true goal: To conquer death.From Death, Life Your 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 | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It 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 darkness The 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 | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With 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. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bear paw. * '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.' 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 black mamba head. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. * You've found the needed wretchling eyeball. 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 mummified bone. * You've found the needed bloated horror heart. * You've found the needed chunk of ghoul flesh. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There 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 arenaThe agent of the arena | done | 
| You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power.The fall of Zigur The defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear 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 |  pair of hardened leather boots 'Sparkbraze' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 mind / 8 lightning Changes stats: +1 Cun / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +20% lightning / +10% mind Physical save: +13 (+6 eff.) Mental save: +12 (+6 eff.) A pair of boots made of leather. | 
| Light source |  survivor's alchemist's lamp of clarity Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +10 (+5 eff.) Mental save: +8 (+4 eff.) Light radius: +3 See stealth: +11 See invisible: +13 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Crown of Burning Pain (11 def, 0 armour) Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 (+5 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 72.48 fire and 47.69 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. | 
| Tool |  Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 184.55 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. | 
| On fingers |  steel ring 'Elinor' Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +10 Cun / +10 Wil Changes resistances: +6% light / +3% darkness / +3% fire / +3% mind / +24% nature Changes damage: +12% nature Mindpower: +12 (+5 eff.) Rings can have magical properties. | 
| On fingers |  copper ring 'Hurebar' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +31% cold Changes resistances penetration: +20% mind Changes damage: +11% cold Poison immunity: +10% Teleport immunity: +10% Rings can have magical properties. | 
| Around waist |  Zubunne the hardened leather belt Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +5 Fatigue: -6% Changes resistances: +9% acid / +10% light / +5% darkness Maximum encumbrance: +26 Poison immunity: +10% Cut immunity: +10% Stun/Freeze immunity: +10% It can be used to create a temporary shield that absorbs 209 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. | 
| In main hand |  void walker's yew vilestaff of greater warding (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Changes resistances: +7% darkness / +7% temporal Maximum wards: +3 darkness Changes damage: +20% darkness Talents granted: +2 Ward +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Defense after a teleport: +16 Resist all after a teleport: +8% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +14 Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 138.92 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. | 
| Main armor |  Kindlemonster (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +11% blight / +3% fire / +14% darkness / +18% lightning Changes damage: +9% blight / +12% fire Life regen: +1.20 Mana each turn: +0.04 Maximum life: +45.00 Light radius: +2 Healing mod.: +12% A suit of armour made of leather. | 
| Cloak |  spellcowled linen cloak (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Spell save: +6 (+2 eff.) Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  clarifying steel amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Cut immunity: +50% Confusion immunity: +26% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 175 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
Inventory
|  Shard of Insanity Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+14 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 15% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. | 
|  stabilizing steel amulet of mastery (0.15 Spell / Advanced necrotic minions) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% temporal Talent mastery: +0.15 Spell / Advanced necrotic minions Pinning immunity: +24% Knockback immunity: +26% Amulets can have magical properties. | 
|  starlit copper amulet of mastery (0.11 Spell / Animus) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +10% darkness Talent mastery: +0.11 Spell / Animus Blindness immunity: +20% Amulets can have magical properties. | 
|  steel amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 175 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
|  steel amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 175 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
|  Stokecrypt the gold ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +3 Con Changes resistances: +8% blight / +26% cold / +7% nature / +27% fire Changes resistances penetration: +5% fire Changes damage: +6% fire / +13% cold Spell save: +12 (+4 eff.) Poison immunity: +16% Disease immunity: +16% Maximum stamina: +12.00 Rings can have magical properties. | 
|  titan's stralite ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Con Physical save: +14 (+7 eff.) Life regen: +1.30 Maximum life: +86.00 Healing mod.: +12% Rings can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. hateful steel battleaxe of purging (22-33 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature / +13 darkness Damage against: +10% Living Massive two-handed battleaxes. | 
|  Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. | 
|  Adyyamira the elm vilestaff (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 12 arcane Changes damage: +15% mind / +10% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Mental save: +39 (+16 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Mindpower: +8 (+4 eff.) Staves designed for wielders of magic, by the greats of the art. | 
|  cruel elm vilestaff of illumination (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Defense: +5 (+2 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 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 56.14 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. ethereal ash vilestaff (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 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: +13 (+6 eff.) Damage (Melee): 5 % chance of confusion Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +10 (+4 eff.) Spell crit. chance: +2% Damage Shield penetration: +21% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. potent ash starstaff of might (18-21.6 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 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: Changes damage: +18% physical Talent granted: +1 Command Staff Spellpower: +8 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. | 
|  Runuromihor the cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances penetration: +10% acid Changes damage: +12% acid / +27% blight Spellpower: +6 (+2 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  pair of hardened leather boots 'Heatsin' (9 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +3% Changes resistances: +15% temporal / +6% fire Blindness immunity: +10% Silence immunity: +10% Stamina each turn: +0.50 Maximum stamina: +22.00 A pair of boots made of leather. | 
|  Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 70.22 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
|  hardened leather gloves 'Kilnrupture' (0 def, 2 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Con Changes resistances: +9% acid Changes damage: +9% fire Physical save: +15 (+7 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +26% Life regen: +4.20 Stamina each turn: +1.70 Psi each turn: +0.17 Maximum stamina: +13.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Isoda (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +6 Dex Changes resistances: +5% arcane Psi each turn: +0.19 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Light radius: +2 A pointy cloth hat, very wizardly... | 
|  linen wizard hat 'Cloudspitter' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Defense: +1 (+0 eff.) Changes stats: +2 Str / +4 Con Changes resistances penetration: +10% lightning Psi each turn: +0.11 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. prismatic reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +12% light / +13% darkness A suit of armour made of leather. | 
|  spiked mummy wrappings of the deep (5 def, 5 armour) Requires: - Dexterity 15 Infused by nature Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 13 physical Changes resistances: +8% acid / -25% fire / +10% cold Allows you to breathe in: water Decaying mummy wrappings. | 
|  3 aquamarine 0.00 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 lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 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. | 
|  5 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  dwarven-steel pickaxe of predation (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+5 eff.) Changes stats: +2 Str / +3 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  jade 0.00 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. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. | 
|  scorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Light radius: +2 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. | 
|  void-walker's brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% temporal Light radius: +2 Defense after a teleport: +12 Resist all after a teleport: +10% New effects duration reduction after a teleport: +11% 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. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  2 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) 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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest Powered 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. | 
|  Xyldath [power 27]  (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Con Changes resistances: +6% mind Changes resistances penetration: +10% mind Reduces incoming crit damage: 10.00% It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. | 
|  4 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  2 quartz 0.00 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. | 
|  2 zircon 0.00 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
 Anti-Antimagic!
			Destroyed the Ziguranth camp with your Rhaloren allies.
			Anti-Antimagic!
			Destroyed the Ziguranth camp with your Rhaloren allies.By Zanath the Higher Necromancer level 17
74th Haze 122nd year of Ascendancy at 13:56 see stats
 Bringer of Doom
			Killed a Bringer of Doom.
			Bringer of Doom
			Killed a Bringer of Doom.By Zanath the Higher Necromancer level 19
2nd Decay 122nd year of Ascendancy at 15:29 see stats
 Earth Master
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master
			Killed Harkor'Zun and unlocked Stone magic.By Zanath the Higher Necromancer level 18
2nd Decay 122nd year of Ascendancy at 02:36 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Zanath the Higher Necromancer level 17
64th Haze 122nd year of Ascendancy at 19:22 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zanath the Higher Necromancer level 22
53rd Regrowth 123rd year of Ascendancy at 15:45 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Zanath the Higher Necromancer level 10
25th Dusk 122nd year of Ascendancy at 17:38 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Zanath the Higher Necromancer level 20
4th Decay 122nd year of Ascendancy at 18:24 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Zanath the Higher Necromancer level 9
9th Mirth 122nd year of Ascendancy at 01:07 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Zanath the Higher Necromancer level 8
4th Mirth 122nd year of Ascendancy at 12:22 see stats
 The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zanath the Higher Necromancer level 20
6th Allure 123rd year of Ascendancy at 13:27 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Zanath the Higher Necromancer level 15
57th Haze 122nd year of Ascendancy at 20:51 see stats
 The sky is falling!
			Saw a huge meteor falling from the sky.
			The sky is falling!
			Saw a huge meteor falling from the sky.By Zanath the Higher Necromancer level 19
3rd Decay 122nd year of Ascendancy at 05:55 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Zanath the Higher Necromancer level 19
3rd Decay 122nd year of Ascendancy at 01:16 see stats
 Unstoppable
			Returned from the dead.
			Unstoppable
			Returned from the dead.By Zanath the Higher Necromancer level 21
43rd Regrowth 123rd year of Ascendancy at 23:21 see stats
Log
You transfer Nature's Blessing (8 def, 6 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Vestments of the Conclave (0 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Today is the 53rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 16:48.
You transfer Rope Belt of the Thaloren to the online item's vault.
Saving done.
Saving game...
Saving done.
Zanath deactivates Keen Senses.
Zanath deactivates Will o' the Wisp.
Zanath deactivates Necrotic Aura.
Zanath deactivates Blurred Mortality.
Zanath deactivates Premonition.






















































