










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Possessor Bonus Class 1.7.4Donators/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.
MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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:
Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 29 / 25% |
| Size | big |
| Lifes / Deaths | Killed by corrupted venom drake at level 20 on the 63rd Dusk 122nd year of Ascendancy at 23:53 0 / 7Killed by netherworm mass at level 23 on the 6th Haze 122nd year of Ascendancy at 03:58 Killed by Celia at level 23 on the 49th Haze 122nd year of Ascendancy at 08:13 Killed by lava floor at level 26 on the 62nd Haze 122nd year of Ascendancy at 10:25 Killed by uruivellas at level 26 on the 62nd Haze 122nd year of Ascendancy at 18:25 Killed by Celia at level 29 on the 70th Haze 122nd year of Ascendancy at 09:11 Killed by Aeridarimira the elder vampire at level 29 on the 70th Haze 122nd year of Ascendancy at 12:36 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 49 (base 40) |
| Magic | 89 (base 60) |
| Willpower | 32 (base 25) |
| Cunning | 15 (base 11) |
Resources
| Life | -471/516 |
| Mana | 345/406 |
| Soul | 6/12 |
| Healing Factor | 1.3732873839944 |
| Regeneration | 4.4631839979818 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 32.045069181528 |
| See Invisible | 38.045069181528 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 17 |
| Crit Chance | 10% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +42% |
| Blight | +20% |
| Physical | +27% |
| All | +11% |
| Nature | +14% |
Offense: Damage Penetration
| Darkness | +30% |
| Mind | +15% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 50 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 25%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 20%( 70%) |
| Mind | + 26%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Stun Resistance | 26% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 179 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 2 physical, 5 nature, 3 cold, 4 mind, 3 arcane |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 270 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Spell / Master of flesh | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Spell / Nightfall | 1.30 |
| 1 |
| 0 |
| 0 |
| 0 |
| Spell / Dreadmaster | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Spell / Death | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Spell / Grave | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Spell / Master of bones | 1.50 |
| 15 |
| 2 |
| 14 |
| 6 |
| Spell / Charnel | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Spell / Master necromancer | 1.30 |
| 1 |
| 1 |
| 0 |
| 0 |
| Spell / Animus | 1.30 |
| 1 |
| 0 |
| 0 |
| 0 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 3 |
| 1 |
| 0 |
| 0 |
| Technique / Combat training | 1.00 |
| 3 |
| 0 |
| 0 |
| 0 |
| 0 |
| 0 |
| Spell / Spectre | 1.30 |
| 2 |
| 5 |
| 0 |
| 0 |
| Cunning / Survival | 1.00 |
| 3 |
| 1 |
| 0 |
| 0 |
| Spell / Necrosis | 1.30 |
| 7 |
| 2 |
| 1 |
| 0 |
Effects
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * The ceremony will require a suitable location, secluded and given to the channelling of 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 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. 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 vampire lord fang. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed honey tree root. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Huhir the Mucussting (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +2 Wil / +4 Cun / +5 Con Changes resistances: +3% light / +9% nature Changes damage: +3% nature / +7% physical Physical save: +11 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +8 (+3 eff.) Spellpower: +8 (+2 eff.) Light radius: +1 Size category: +1 A pair of boots made of leather. |
| Light source | survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Light radius: +3 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Zubonn (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+7 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +7% blight / +8% darkness Changes damage: +9% physical Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Maximum life: +80.00 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 16 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
| Tool | Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 60 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
| On fingers | psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Disarm immunity: +29% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +24.00 Rings make your fingers look great! |
| On fingers | EloraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +4 Changes stats: +2 Dex Changes resistances: +2% physical Stun/Freeze immunity: +26% Life regen: +3.00 Light radius: +3 Damage Shield penetration: +10% Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Adukira (31-37 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +15% mind / +16% darkness Changes damage: +31% darkness / +9% blight Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +12 (+4 eff.) Spellpower: +16 (+4 eff.) Spell crit. chance: +7% Mindpower: +15 (+8 eff.) Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Blindgash' (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 darkness Changes stats: +2 Dex / +4 Mag Changes resistances penetration: +15% cold Reduces incoming crit damage: 15.00% Mental save: +7 (+3 eff.) Maximum life: +51.00 See invisible: +6 When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +3 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dreamer's woollen robe of power (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% darkness / +11% mind / +9% all Changes damage: +11% all Physical save: +10 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +22 (+8 eff.) Spellpower: +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | Xomiba the GloomblastInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +2 Dex / +7 Lck Changes resistances: +9% acid / +6% fire Changes resistances penetration: +15% darkness Physical save: +13 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +11 (+4 eff.) Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (278.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 308.58 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
This item will automatically be transmogrified when you leave the level.Unstoppable Mauler (48-72 power, 15 apr) Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+10 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 16 power out of 18/18) : Effective talent level: 3.0 Power cost: 16 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel mace of massacre (36-51 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+4 eff.) Disarm immunity: +33% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel mace of dampening (25-35 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 21 Damage (Melee): +7 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +9% acid / +11% lightning / +9% fire / +8% cold / +2% all Spell save: +8 (+3 eff.) Blunt and deadly. |
Poreritira the yew bonestaff (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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +15 (+5 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Str / +1 Dex / +6 Mag / +3 Cun / +3 Con Changes resistances: +3% physical Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +14.00% N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum vim: +26.00 Maximum neg.energy: +20.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.earthen yew magestaff of breaching (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +5% Changes resistances penetration: +10% cold Changes damage: +20% cold Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering cashmere robe of protection (4 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Changes resistances: +11% all Changes damage: +15% arcane Physical save: +18 (+6 eff.) Maximum mana: +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Crown of Command (3 def, 6 armour) Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+3 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 51 power out of 60/60) : Effective talent level: 1.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +8% physical Physical save: +14 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Borfast's Cage (10 def, 20 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
This item will automatically be transmogrified when you leave the level.windwalling dwarven-steel shield of winter (0 def, 6 armour, 86.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 106 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +6 Wil Changes resistances: +13% physical / +12% cold Talent granted: +1 Block Slows Projectiles: +19% Bonus block near projectiles: +27 Handheld deflection devices. |
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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 64 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Karlo the Cornac Necromancer level 29
69th Haze 122nd year of Ascendancy at 21:41 see stats
Against all odds
Killed Ukruk in the ambush.By Karlo the Cornac Necromancer level 28
67th Haze 122nd year of Ascendancy at 19:58 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Karlo the Cornac Necromancer level 23
52nd Haze 122nd year of Ascendancy at 01:08 see stats
Earth Master
Killed Harkor'Zun.By Karlo the Cornac Necromancer level 18
57th Dusk 122nd year of Ascendancy at 13:49 see stats
Exterminator
Killed 1000 creatures.By Karlo the Cornac Necromancer level 19
59th Dusk 122nd year of Ascendancy at 15:56 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Karlo the Cornac Necromancer level 19
60th Dusk 122nd year of Ascendancy at 09:00 see stats
Level 10
Got a character to level 10.By Karlo the Cornac Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 02:52 see stats
Level 20
Got a character to level 20.By Karlo the Cornac Necromancer level 20
61st Dusk 122nd year of Ascendancy at 10:47 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Karlo the Cornac Necromancer level 23
11st Haze 122nd year of Ascendancy at 12:38 see stats
Size matters
Did over 600 damage in one attack.By Karlo the Cornac Necromancer level 22
5th Haze 122nd year of Ascendancy at 13:40 see stats
That was close
Killed your target while having only 1 life left.By Karlo the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 22:41 see stats
The Rat Lich
Killed the terrible Rat Lich.By Karlo the Cornac Necromancer level 19
58th Dusk 122nd year of Ascendancy at 23:09 see stats
The secret city
Discovered the truth about mages.By Karlo the Cornac Necromancer level 17
56th Dusk 122nd year of Ascendancy at 12:09 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Karlo the Cornac Necromancer level 25
61st Haze 122nd year of Ascendancy at 05:49 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Karlo the Cornac Necromancer level 19
60th Dusk 122nd year of Ascendancy at 01:45 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Karlo the Cornac Necromancer level 27
66th Haze 122nd year of Ascendancy at 07:01 see stats
Log
Karlo hits Skeleton mage for 22 fire damage.
Karlo hits Aeridarimira the elder vampire for 18 fire damage.
Karlo receives 3 healing from Skeleton mage.
Talent Invoke Darkness is ready to use.
Aeridarimira the elder vampire's physical stun area effect hits Skeleton master archer for 49 physical damage.
Aeridarimira the elder vampire stops bleeding.
You collect a new ingredient: pouch of bone giant dust (1).
Bleeding from Karlo hits Vorurakira the eternal bone giant for 38 physical damage.
Bleeding from Karlo killed Vorurakira the eternal bone giant!
Skeleton master archer drops its additional bones.
Karlo hits Skeleton mage for 84 physical damage.
Bleeding from Karlo hits Skeleton mage for 35 physical damage.
Melee retaliation hits Skeleton mage for 33 fire, 23 darkness (56 total damage).
Skeleton mage hits Karlo for 33 physical damage.
Yvewe the vampire casts Temporal Bolt.
Yvewe the vampire's spell attains critical power!
Aeridarimira the elder vampire performs a diseased attack against Karlo.
Aeridarimira the elder vampire casts Flame.
Karlo is on fire!
Aeridarimira the elder vampire's spell attains critical power!
Yvewe the vampire shrugs off the effect 'Dazzled'!
Karlo shrugs off Aeridarimira the elder vampire's 'Rotting Disease'!
Melee retaliation hits Aeridarimira the elder vampire for 27 fire, 23 darkness (50 total damage).
Aeridarimira the elder vampire hits Karlo for 157 physical, 63 fire (221 total damage).
Phantasmal Shield hits Skeleton mage for 165 light damage.
Phantasmal Shield hits Karlo for 138 light damage.
Phantasmal Shield hits Yvewe the vampire for (34 dissipated), 208 light (208 total damage).
Yvewe the vampire hits Karlo for 154 temporal damage.
Karlo the level 29 cornac necromancer was radiated to death by Aeridarimira the elder vampire on level 2 of Last Hope Graveyard.



































































































