











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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. 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:
Items Vault 1.7.0Donators/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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 2196% |
Size | medium |
Lifes / Deaths | Killed by Cadro at level 29 on the 70th Regrowth 123rd year of Ascendancy at 11:08 / 1 |
Primary Stats
Strength | 59 (base 24) |
Dexterity | 68 (base 34) |
Constitution | 90 (base 60) |
Magic | 143 (base 62) |
Willpower | 62 (base 14) |
Cunning | 107 (base 60) |
Resources
Life | 1238/1238 |
Mana | 448/448 |
Soul | 16/16 |
Healing Factor | 2.1918158716399 |
Regeneration | 193.42775067222 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 7 |
See Stealth | 64.651204064498 |
See Invisible | 74.651204064498 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 117 |
Accuracy | 46 |
Crit Chance | 48% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 89 |
Crit Chance | 73% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Acid | +32% |
Blight | +15% |
Arcane | +13% |
Cold | +59% |
All | +7% |
Lightning | +32% |
Temporal | +16% |
Darkness | +49% |
Fire | +32% |
Nature | +26% |
Offense: Damage Penetration
Darkness | +57% |
Temporal | +37% |
Blight | +17% |
Arcane | +27% |
Cold | +57% |
All | +12% |
Defense: Base
Armour (hardiness) | 65 (48.304188961773%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 81 |
Spell Save | 99 |
Mental Save | 83 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 48%( 70%) |
Cold | + 70%( 70%) |
All | + 20%( 70%) |
Darkness | + 70%( 70%) |
Light | + 39%( 70%) |
Temporal | + 35%( 70%) |
Physical | + 28%( 70%) |
Lightning | + 62%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 15% |
Silence Resistance | 42% |
Bleed Resistance | 100% |
Teleport Resistance | 47% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 19 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. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse 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 and reflecting at most 815 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Animus | 1.70 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master necromancer | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Rime wraith | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.70 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Undead / Lich | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Eternal Night |
talent | Doomed For Eternity |
talent | Grim Shadow |
talent | Aura of Undeath |
talent | Golden Age of Necromancy |
talent | Premonition |
talent | Utterly Destroyed |
talent | Hiemal Shield |
beneficial effect | The target is using talents without consuming resources. Highborn's Bloom |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Physical power, spellpower and all saves increased by 60. Commander of the Dead |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | 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 talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Xuselaith the vampire lord. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Cunning 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 have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * 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 |
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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. * 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 1877. | 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 arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within | active |
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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Changes stats: +4 Mag Changes resistances penetration: +15% arcane Changes damage: +6% arcane / +9% cold Maximum encumbrance: +46 Physical save: +13 (+3 eff.) Silence immunity: +42% Confusion immunity: +50% Stun/Freeze immunity: +44% Mana when firing critical spell: +2.02 Maximum mana: +40.00 Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Changes resistances: +12% blight / +10% darkness Changes resistances penetration: +12% all Spellpower: +6 (+1 eff.) Spell crit. chance: +3% Light radius: +7 Infravision radius: +4 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 45 blight damage or heals 59 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +3 Fatigue: +5% Critical mult.: +10.00% Life regen: +8.00 Stamina each turn: +0.50 Maximum stamina: +27.00 Spell crit. chance: +14% Mental crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +8 Defense: +15 (+4 eff.) Damage when hit (Melee): 10 cold Changes stats: +6 Str Changes resistances penetration: +25% temporal Changes damage: +9% temporal Life regen: +4.00 Maximum life: +100.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes resistances: +6% blight / +6% cold Changes resistances penetration: +5% blight Stun/Freeze immunity: +67% Life regen: +27.00 Maximum life: +86.00 Healing mod.: +18% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 22% chance to reduce armor by 47% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +38% nature / +9% light / +3% darkness Changes damage: +19% nature Spell save: +15 (+3 eff.) Stun/Freeze immunity: +44% Life regen: +24.00 Maximum life: +92.00 Healing mod.: +17% Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 6 cold Changes stats: +8 Dex / +10 Cun / +9 Con Changes resistances: +3% temporal / +9% darkness / +18% cold Changes damage: +9% cold Talent masteries: +0.40 Spell / Animus +0.40 Spell / Spectre Cut immunity: +80% Life regen: +5.00 Stamina each turn: +1.50 Movement speed: +10% Healing mod.: +29% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 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 389 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +6 Con Changes resistances: +3% lightning / +15% acid Changes damage: +33% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +2.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +18% Healing mod.: +21% Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +10 Fatigue: +8% Changes stats: +12 Str / +9 Dex Changes resistances: +26% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +4 Wil / +10 Mag Changes resistances: +10% acid / +7% fire / +20% blight / +11% cold / +20% nature / +10% lightning Life regen: +10.00 Healing mod.: +18% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Changes stats: +4 Cun / +3 Wil Changes resistances: +25% blight / +42% fire / +18% darkness Life regen: +10.00 Maximum life: +52.00 Maximum hate: +2.00 Light radius: +2 Healing mod.: +20% A suit of armour made of leather. |
Inventory
![]() Infused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 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: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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 3 turns and blocking 165 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. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 68% * 20% chance to reduce armor by 47% Damage when hit (Melee): 2 fire Changes resistances: +16% lightning / +3% nature Changes resistances penetration: +10% acid Spell save: +3 (+1 eff.) Stun/Freeze immunity: +26% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Damage when hit (Melee): 10 nature Changes resistances: +50% nature / +30% blight Changes resistances penetration: +25% nature Changes damage: +15% lightning / +6% mind Poison immunity: +50% Disease immunity: +50% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Changes stats: +2 Mag Changes damage: +6% acid / +8% fire / +6% cold / +6% lightning Critical mult.: +16.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets make your neck look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Str / +1 Wil Mental save: +10 (+2 eff.) Confusion immunity: +24% Mindpower: +10 (+2 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% darkness / +6% temporal / +6% light / +7% physical Talent masteries: +0.40 Spell / Master of bones +0.40 Spell / Necrosis Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes stats: +9 Cun Changes resistances: +30% mind Changes damage: +15% cold Confusion immunity: +50% Equilibrium when hit: +0.20 Maximum psi: +50.99 Mindpower: +15 (+4 eff.) Mental crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +5 Cun / +4 Con Life regen: +4.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Damage (Melee): 24 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 39 Damage (Ranged): 32 physical Changes stats: +10 Cun Changes resistances: +21% blight / +2% physical Changes resistances penetration: +29% temporal Spell save: +9 (+2 eff.) Poison immunity: +23% Cut immunity: +23% Silence immunity: +23% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% mind / +28% cold Changes resistances penetration: +15% darkness Changes damage: +15% darkness / +14% cold Reduces incoming crit damage: 15.00% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +3 Mag Changes resistances: +9% cold Changes resistances penetration: +10% mind / +10% arcane Changes damage: +3% arcane / +3% mind Spell save: +6 (+1 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +9% blight / +6% nature / +3% light / +6% darkness Mental save: +6 (+1 eff.) Poison immunity: +13% Disease immunity: +14% Confusion immunity: +20% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce all saves and defense by 39 Damage when hit (Melee): 8 temporal Changes resistances: +18% temporal Changes resistances penetration: +25% cold Changes damage: +15% lightning / +12% mind Silence immunity: +50% Mana each turn: +0.30 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +14% mind / +6% temporal Changes resistances penetration: +10% lightning / +25% physical Changes damage: +9% physical / +14% mind / +18% temporal Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +6% acid / +9% blight / +9% light / +6% lightning Physical save: +12 (+2 eff.) Cut immunity: +20% Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +60.00 Rings make your fingers look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Str / +4 Con Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +6 Con Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +6 Str / +8 Con Changes resistances: +20% cold Changes damage: +10% cold Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +10 Armour: +3 Defense: +10 (+3 eff.) Changes resistances: +3% all It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Physical power: +15 (+4 eff.) Changes stats: +3 Str / +8 Dex / +3 Mag / +9 Wil / +9 Cun / +3 Con Changes resistances: +30% darkness / +3% physical Changes damage: +15% darkness Physical save: +6 (+1 eff.) Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +24% fire Changes damage: +12% fire Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Maximum encumbrance: +27 Life regen: +15.00 Maximum life: +92.00 Healing mod.: +17% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Changes resistances: +14% acid / +21% fire / +21% lightning / +21% cold Maximum encumbrance: +27 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Changes damage: +6% all Life regen: +11.00 Maximum life: +55.00 Spellpower: +16 (+3 eff.) Mindpower: +11 (+3 eff.) Healing mod.: +12% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +12 Physical power: +10 (+2 eff.) Defense: +8 (+2 eff.) Changes damage: +6% all Spellpower: +15 (+3 eff.) Mindpower: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +5 Mag Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +9 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% light Changes damage: +21% blight Disarm immunity: +30% Pinning immunity: +28% Knockback immunity: +25% Mana each turn: +0.12 Maximum life: +23.00 Maximum mana: +40.00 Spellpower: +15 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% acid Changes damage: +14% acid Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +22% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% cold Changes damage: +12% cold Physical save: +6 (+1 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +9 Con Spell save: +15 (+3 eff.) Maximum stamina: +22.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+3 eff.) Movement speed: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 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 38% for 5 turns. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Rings make your fingers look great! |
![]() hateful iron battleaxe of massacre (125% power, 1 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 126% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +7% Living Massive two-handed battleaxes. |
![]() dwarven-steel greatsword of projection (145% power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
![]() stralite greatsword of erosion (160% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 nature Massive two-handed swords. |
![]() thought-forged dwarven-steel greatsword of enduring (145% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 39 Damage (Melee): +14 mind When wielded/worn: Changes stats: +16 Wil / +3 Cun / +10 Con Maximum life: +30.00 Massive two-handed swords. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +8 Dex / +8 Mag / +6 Wil Changes resistances: +6% mind / +6% acid Changes damage: +30% blight Talent granted: +1 Command Staff Mana each turn: +0.80 Maximum mana: +303.00 Spellpower: +27 (+6 eff.) Spell crit. chance: +5% Light radius: +4 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Acid Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() cruel yew starstaff of fate (120% power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x 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: Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +8 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +24 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 68% Damage when hit (Melee): 2 mind Changes resistances penetration: +15% cold Changes damage: +18% mind / +30% physical Talent granted: +1 Command Staff Critical mult.: +16.00% Mana each turn: +0.27 Maximum mana: +82.00 Spellpower: +23 (+5 eff.) Spell crit. chance: +18% Damage Shield penetration: +22% Damage Shield Power: +16% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's yew vilestaff (120% power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x 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 crit. chance: +7.0% Damage (Melee): 18 arcane Changes damage: +20% blight Talent granted: +1 Command Staff Maximum mana: +22.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Devouring flames Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+3 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +3 Dex / +3 Wil / +3 Con Changes resistances: +6% lightning / +8% temporal Changes resistances penetration: +10% darkness Changes damage: +3% darkness A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 44 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Crafted 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. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +1 Dex Changes resistances: +9% nature / +12% darkness / +5% arcane Changes damage: +12% physical Physical save: +8 (+2 eff.) Life regen: +4.00 Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +4 Str / +6 Mag / +8 Wil / +2 Con Changes resistances penetration: +25% blight Spellpower: +20 (+4 eff.) Spell crit. chance: +5% Light radius: +3 A belt that goes around your waist. |
![]() 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 68% Changes resistances: +6% blight / +5% fire / +3% darkness / +7% cold Physical save: +3 (+1 eff.) A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Changes stats: +4 Str / +2 Dex / +6 Cun / +3 Con Changes resistances: +9% lightning / +6% cold / +6% arcane / +9% light Changes resistances penetration: +10% cold Changes damage: +9% cold Physical save: +11 (+2 eff.) Mental save: +13 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 83 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 803.25 cold damage and condensing the air into freezing vapors that deal 267.75 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() Mayevena the cashmere cloak (2 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +12 Armour: +6 Defense: +2 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +2 Wil / +2 Cun Critical mult.: +19.00% Stealth bonus: +8 Blindness immunity: +20% Pinning immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +3% acid / +15% mind Critical mult.: +15.00% Mental save: +6 (+1 eff.) Mindpower: +30 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +4 Wil Spell 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+10 eff.) Armour: +6 Defense: +40 (+10 eff.) Fatigue: -9% Changes stats: +2 Cun / +2 Dex Changes resistances: +2% physical Physical save: +22 (+4 eff.) Spell save: +25 (+4 eff.) Mental save: +22 (+5 eff.) Maximum life: +140.00 Maximum stamina: +32.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+4 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 47% Changes stats: +3 Mag Changes resistances: +15% acid / +6% light / +15% all Changes damage: +21% light Critical mult.: +20.00% Spell save: +19 (+3 eff.) Mana each turn: +0.40 Maximum mana: +98.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% lightning / +6% light / +30% blight / +18% nature / +15% all Changes damage: +30% blight Physical save: +12 (+2 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven cashmere robe of time (+15%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all / +15% temporal Changes damage: +15% temporal Spell save: +17 (+3 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +9 Cun Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Reduces incoming crit damage: 15.00% Stamina each turn: +0.70 Maximum life: +60.00 Light radius: +3 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Damage when hit (Melee): 10 physical Changes stats: +1 Str / +1 Wil / +4 Cun Changes resistances: +7% darkness Mana when firing critical spell: +2.00 Only die when reaching: -80.00 life Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 3.5 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 184.75 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Wil / +4 Cun / +5 Con Changes resistances: +10% mind Changes damage: +10% mind / +9% arcane Physical save: +11 (+2 eff.) Life regen: +4.90 Light radius: +3 Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Talent mastery: +0.00(-) Cunning / Stealth This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +5 Cun / +1 Con Changes resistances: +3% mind Psi each turn: +0.10 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 68% Changes stats: +5 Cun / +5 Wil Changes resistances: +19% lightning / +10% physical / +12% darkness / +6% blight / +6% cold / +6% nature Changes resistances penetration: +5% cold Changes damage: +13% lightning / +8% physical / +10% darkness Maximum hate: +8.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +9 Wil / +3 Con Changes resistances: +7% fire / +7% cold A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun / +1 Wil Changes resistances: +16% nature / +5% arcane Changes damage: +11% nature / +3% mind A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +1 Con Changes resistances: +16% lightning / +2% physical Changes damage: +11% lightning Stamina each turn: +1.00 Maximum psi: +10.00 A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() prismatic hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +13% light / +11% darkness A suit of armour made of leather. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 16 fire Changes stats: +6 Str Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-3 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 96.07 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +5 Str / +4 Dex / +4 Mag / +4 Cun / +3 Con Changes resistances: +6% darkness Changes resistances penetration: +25% darkness Changes damage: +6% darkness Light radius: +1 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 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? |
![]() 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. |
![]() 0.00 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered 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 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 12 nature Changes stats: +7 Wil Changes resistances: +18% acid / +4% physical / +9% light / +24% darkness Critical mult.: +20.00% Pinning immunity: +25% Stun/Freeze immunity: +25% Maximum life: +80.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(119 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +8% blight Life regen: +5.00 Maximum life: +43.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight / +7% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Life regen: +2.00 Light radius: +4 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 5.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 401.84 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 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 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 20 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 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. |
![]() 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 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. |
![]() 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) 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. |
![]() 2.00 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 (+4 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Cadro the Lich Necromancer level 33
16th Pyre 123rd year of Ascendancy at 04:26 see stats
By Cadro the Lich Necromancer level 50
44th Regrowth 124th year of Ascendancy at 21:23 see stats
By Cadro the Lich Necromancer level 33
6th Pyre 123rd year of Ascendancy at 16:35 see stats
By Cadro the Lich Necromancer level 42
78th Dusk 123rd year of Ascendancy at 05:19 see stats
By Cadro the Lich Necromancer level 39
35th Pyre 123rd year of Ascendancy at 09:21 see stats
By Cadro the Lich Necromancer level 37
29th Pyre 123rd year of Ascendancy at 12:30 see stats
By Cadro the Lich Necromancer level 43
15th Haze 123rd year of Ascendancy at 15:27 see stats
By Cadro the Lich Necromancer level 50
39th Regrowth 124th year of Ascendancy at 02:05 see stats
By Cadro the Lich Necromancer level 36
24th Pyre 123rd year of Ascendancy at 16:06 see stats
By Cadro the Lich Necromancer level 35
21st Pyre 123rd year of Ascendancy at 14:02 see stats
By Cadro the Lich Necromancer level 50
5th Allure 124th year of Ascendancy at 23:30 see stats
By Cadro the Higher Necromancer level 26
9th Regrowth 123rd year of Ascendancy at 19:49 see stats
By Cadro the Lich Necromancer level 50
30th Pyre 124th year of Ascendancy at 18:39 see stats
By Cadro the Higher Necromancer level 19
17th Haze 122nd year of Ascendancy at 14:10 see stats
By Cadro the Higher Necromancer level 27
11st Regrowth 123rd year of Ascendancy at 09:57 see stats
By Cadro the Lich Necromancer level 50
44th Regrowth 124th year of Ascendancy at 06:54 see stats
By Cadro the Lich Necromancer level 50
25th Pyre 124th year of Ascendancy at 07:13 see stats
By Cadro the Higher Necromancer level 20
21st Haze 122nd year of Ascendancy at 14:38 see stats
By Cadro the Lich Necromancer level 45
19th Haze 123rd year of Ascendancy at 07:51 see stats
By Cadro the Higher Necromancer level 10
6th Mirth 122nd year of Ascendancy at 13:42 see stats
By Cadro the Higher Necromancer level 20
19th Haze 122nd year of Ascendancy at 02:13 see stats
By Cadro the Lich Necromancer level 30
1st Time of Balance 123rd year of Ascendancy at 06:26 see stats
By Cadro the Lich Necromancer level 40
64th Pyre 123rd year of Ascendancy at 03:57 see stats
By Cadro the Lich Necromancer level 50
69th Haze 123rd year of Ascendancy at 03:29 see stats
By Cadro the Lich Necromancer level 29
70th Regrowth 123rd year of Ascendancy at 11:08 see stats
By Cadro the Lich Necromancer level 50
16th Pyre 124th year of Ascendancy at 07:19 see stats
By Cadro the Higher Necromancer level 25
73rd Haze 122nd year of Ascendancy at 19:19 see stats
By Cadro the Lich Necromancer level 48
62nd Haze 123rd year of Ascendancy at 04:41 see stats
By Cadro the Lich Necromancer level 49
69th Haze 123rd year of Ascendancy at 03:29 see stats
By Cadro the Lich Necromancer level 47
52nd Haze 123rd year of Ascendancy at 13:03 see stats
By Cadro the Lich Necromancer level 31
2nd Pyre 123rd year of Ascendancy at 22:22 see stats
By Cadro the Lich Necromancer level 35
21st Pyre 123rd year of Ascendancy at 15:53 see stats
By Cadro the Lich Necromancer level 50
30th Pyre 124th year of Ascendancy at 18:38 see stats
By Cadro the Higher Necromancer level 13
47th Dusk 122nd year of Ascendancy at 10:17 see stats
By Cadro the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 05:44 see stats
By Cadro the Lich Necromancer level 47
52nd Haze 123rd year of Ascendancy at 10:17 see stats
By Cadro the Lich Necromancer level 42
11st Haze 123rd year of Ascendancy at 22:17 see stats
By Cadro the Lich Necromancer level 50
30th Pyre 124th year of Ascendancy at 18:39 see stats
By Cadro the Higher Necromancer level 13
43rd Dusk 122nd year of Ascendancy at 23:38 see stats
By Cadro the Lich Necromancer level 40
75th Pyre 123rd year of Ascendancy at 21:39 see stats
By Cadro the Lich Necromancer level 33
6th Pyre 123rd year of Ascendancy at 14:12 see stats
By Cadro the Higher Necromancer level 18
16th Haze 122nd year of Ascendancy at 19:41 see stats
By Cadro the Lich Necromancer level 32
5th Pyre 123rd year of Ascendancy at 23:04 see stats
By Cadro the Lich Necromancer level 50
37th Regrowth 124th year of Ascendancy at 20:47 see stats