









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Higher |
Class | Necromancer |
Level / Exp | 28 / 67% |
Size | medium |
Lifes / Deaths | Killed by Galdamina the skeleton mage at level 13 on the 17th Haze 122nd year of Ascendancy at 06:51 5 / 1 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 32 (base 10) |
Constitution | 39 (base 36) |
Magic | 57 (base 48) |
Willpower | 26 (base 16) |
Cunning | 48 (base 33) |
Resources
Life | 357/357 |
Mana | 369/369 |
Soul | 6/11 |
Healing Factor | 1.2162543368031 |
Regeneration | 5.1690809314133 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 12 |
Infravision | 7 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 36 |
Accuracy | 42 |
Crit Chance | 20% |
APR | 15 |
Speed | 0.91 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 25% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Cold | +54% |
Lightning | +12% |
Light | +15% |
Nature | +3% |
Darkness | +45% |
Physical | +7% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +40% |
Lightning | +5% |
Arcane | +10% |
Cold | +43% |
All | 0% |
Defense: Base
Armour (hardiness) | 28 (50.65183292883%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 36 |
Mental Save | 42 |
Defense: Resistances
Blight | + 22%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 28%( 70%) |
All | + 15%( 70%) |
Lightning | + 30%( 70%) |
Light | + 23%( 70%) |
Temporal | + 34%( 70%) |
Physical | + 20%( 70%) |
Darkness | + 40%( 70%) |
Fire | + 28%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Pinning Resistance | 33% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Disarm Resistance | 38% |
Poison Resistance | 17% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 389 damage for 7 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 22 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 87 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 Strength stat. |
Class Talents
Spell / Glacial waste | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.60 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
talent | Chant of Fortress |
talent | Hiemal Shield |
Quests
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. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | 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. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed sandworm tooth. | active |
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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Damage +24% darkness Ignore resists +10% arcane When Hit 8 darkness defense ------ Armor +5 Fatigue +4% Resistance +9% darkness other ------- Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 86, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 274.05 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +13 Str +8 Dex +4 Wil offense ------ Damage +12% lightning Ignore resists +5% lightning When Hit 10 lightning defense ------ Armor +9 Fatigue +5% Mind save +7 (+3 eff.) other ------- Light +2 Infravision +3 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 137.8 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +14 (+4 eff.) Ignore Armor +9 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +5 Dex offense ------ On-Hit 13 physical On-Ranged-Hit 23 physical Accuracy +10 (+3 eff.) On-Hit (Melee): * 12% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 22 defense ------ Resistance +8% blight +15% fire +8% nature +9% light Poison Resist +17% Disease Resist +14% other ------- Hate-on-crit +2.00 Max hate +5.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck offense ------ Damage +3% nature Ignore resists +15% darkness When Hit 4 darkness On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +6% nature Stealth +6 other ------- Disarm Traps +5 Infravision +3 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +5% Critical power +10.00% Spellpower +20 (+7 eff.) Damage +9% mind +38% cold Ignore resists +20% cold Ignore Shields +30% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Con offense ------ Physical Crit +2.0% Damage +6% darkness Ignore resists +15% darkness Accuracy +15 (+5 eff.) defense ------ Armor +2 Defense +30 (+10 eff.) Physical save +6 (+3 eff.) Mind save +7 (+3 eff.) Disarm Resist +38% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mind Crit +6% Damage +6% cold Ignore resists +15% cold When Hit 10 mind defense ------ Defense +3 (+1 eff.) Resistance +18% lightning Life Regen +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Power +8 (+4 eff.) Combat Speed +10% Damage +7% physical Ignore Shields +30% defense ------ Armor +6 Resistance +22% temporal Physical save +12 (+5 eff.) Spell save +17 (+7 eff.) Mind save +18 (+6 eff.) Pinning Resist +33% Knockbk Resist +40% other ------- Mana-on-crit +2.00 Max vim +30.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 3 blight, 3 fire, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 26% all resistance, you move 54% faster, and you are invisible (power 20). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 656% for 10 turns (33 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 106 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 196 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 201 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +2 Wil +3 Cun +4 Con offense ------ Mindpower +8 (+4 eff.) Move Speed +10% Damage +6% light +3% mind When Hit 6 light defense ------ Fatigue -5% Resistance +3% mind +6% physical Mind save +6 (+2 eff.) Life Regen +2.00 Confus Resist +10% other ------- Stamina/turn +0.80 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +3% nature +6% cold Ignore resists +5% cold When Hit 2 nature defense ------ Healmod +10% Cut Resist +50% other ------- Masteries +0.11 Spell/Nightfall Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 239 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Power +6 (+3 eff.) Combat Speed +10% Damage +12% lightning +6% physical +9% mind Ignore resists +10% lightning defense ------ Resistance +6% lightning +10% temporal Pinning Resist +26% Knockbk Resist +29% other ------- Masteries +0.14 Technique/Combat training +0.14 Spell/Rime wraith Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +5 Cun +5 Con offense ------ Move Speed +10% On-Hit 8 light 6 darkness Damage +9% light +8% darkness When Hit: * 7% chance to reduce damage dealt by 18% * 7% chance to blind defense ------ Fatigue -4% Life Regen +3.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +1% physical +22% nature +6% darkness Unlife -20.00 life other ------- Stamina/turn +2.00 Max stamina +20.00 Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +4 Mag offense ------ Damage +3% physical When Hit 2 physical defense ------ Armor +6 Mind save +6 (+2 eff.) Confus Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex offense ------ Damage +30% lightning +6% darkness Ignore resists +25% lightning Accuracy +8 (+2 eff.) defense ------ Resistance +6% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Physical Power +25 (+12 eff.) Damage +14% fire Ignore resists +10% fire defense ------ Resistance +9% lightning +28% fire +4% physical Spell save +6 (+3 eff.) Healmod +10% Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Mind Crit +5% Spellpower +28 (+9 eff.) Damage +9% mind +30% cold Ignore resists +10% blight defense ------ Stun Resist +20% other ------- Mana/turn +0.42 Max vim +20.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Damage +9% acid Ignore resists +10% acid When Hit 8 fire On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Armor +9 Defense +3 (+1 eff.) Fatigue +12% Resistance +8% acid +30% cold Mind save +16 (+6 eff.) other ------- Breathe water A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +2.0% Physical Power +26 (+13 eff.) When Hit 8 lightning defense ------ Armor +4 Resistance +9% nature Spell save +10 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Wil offense ------ On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +6 Defense +31 (+11 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: Stats +2 Cun +2 Dex offense ------ Spell Crit +4% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +6% arcane Ignore resists +6% arcane Accuracy +4 (+1 eff.) Ignore Armor +3 other ------- Max mana +29.00 A stylish kruk-style cloak, to look awesome. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +8 Wil offense ------ Mind Crit +7% Critical power +5.00% defense ------ Defense +9 (+3 eff.) Physical save +5 (+2 eff.) Spell save +8 (+4 eff.) Mind save +7 (+3 eff.) other ------- Max vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Con offense ------ Physical Crit +5.0% Accuracy +30 (+10 eff.) defense ------ Armor +8 Defense +22 (+8 eff.) Resistance +17% cold other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +1 Str +2 Dex +3 Wil +4 Cun +4 Con offense ------ Spellpower +10 (+3 eff.) Damage +18% blight defense ------ Armor +8 Fatigue +5% other ------- Stamina when Hit +1.60 EQ when Hit +2.00 Infravision +2 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Ignore resists +15% darkness +20% cold When Hit 4 arcane 2 darkness defense ------ Defense +3 (+1 eff.) Resistance +9% darkness other ------- Psi/turn +0.26 A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T5 lite [Rare] Psionic While equipped: offense ------ Damage +12% light Ignore resists +10% light When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +24% cold Physical save +14 (+5 eff.) Spell save +20 (+8 eff.) Mind save +15 (+5 eff.) other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +15% fire defense ------ Resistance +3% acid Crit Resistance 5.00% Blind Resist +10% Confus Resist +20% other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 66 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Eris the Higher Necromancer level 15
47th Haze 122nd year of Ascendancy at 00:57 see stats
By Eris the Higher Necromancer level 27
44th Pyre 123rd year of Ascendancy at 08:18 see stats
By Eris the Higher Necromancer level 23
30th Regrowth 123rd year of Ascendancy at 08:54 see stats
By Eris the Higher Necromancer level 25
65th Regrowth 123rd year of Ascendancy at 04:20 see stats
By Eris the Higher Necromancer level 24
31st Regrowth 123rd year of Ascendancy at 14:46 see stats
By Eris the Higher Necromancer level 10
68th Dusk 122nd year of Ascendancy at 18:02 see stats
By Eris the Higher Necromancer level 20
2nd Allure 123rd year of Ascendancy at 13:06 see stats
By Eris the Higher Necromancer level 25
36th Regrowth 123rd year of Ascendancy at 17:55 see stats
By Eris the Higher Necromancer level 17
66th Haze 122nd year of Ascendancy at 09:30 see stats
By Eris the Higher Necromancer level 8
66th Dusk 122nd year of Ascendancy at 18:36 see stats
By Eris the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 06:48 see stats
By Eris the Higher Necromancer level 10
74th Dusk 122nd year of Ascendancy at 06:35 see stats
By Eris the Higher Necromancer level 26
30th Pyre 123rd year of Ascendancy at 07:20 see stats
By Eris the Higher Necromancer level 20
3rd Allure 123rd year of Ascendancy at 12:28 see stats
Log
You gain 2.16 gold from the transmogrification of impenetrable steel mail armour of lightning resistance (2 def, 13 armour).
You gain 1.72 gold from the transmogrification of hardened leather armour of resilience (9 def, 6 armour).
You gain 6.79 gold from the transmogrification of rejuvenating cured leather armour of stability (6 def, 4 armour).
You gain 14.97 gold from the transmogrification of cured leather armour 'Sunmalice' (6 def, 4 armour).
You gain 21.70 gold from the transmogrification of rough leather armour 'Demonwilder' (3 def, 2 armour).
You gain 5.24 gold from the transmogrification of dreamer's woollen robe of power (0 def, 0 armour).
You gain 0.50 gold from the transmogrification of mindwoven linen robe (0 def, 0 armour).
You gain 14.72 gold from the transmogrification of Silalle.
You gain 20.73 gold from the transmogrification of Runytir the Sunwitch (3-3 power, 12 apr, nature damage).
You gain 3.25 gold from the transmogrification of flaming dwarven-steel dagger of daylight (18-23 power, 7 apr).
You gain 4.87 gold from the transmogrification of balanced steel dagger of persecution (11-14 power, 6 apr).
You gain 1.97 gold from the transmogrification of iron dagger of paradox (10-12 power, 5 apr).
You gain 3.45 gold from the transmogrification of truestriking steel waraxe of massacre (18-25 power, 3 apr).
You gain 2.29 gold from the transmogrification of steel waraxe of paradox (12-17 power, 3 apr).
You gain 1.75 gold from the transmogrification of iron waraxe of phasing (12-18 power, 8 apr).
You gain 4.10 gold from the transmogrification of dwarven-steel greatsword of shearing (38-60 power, 2 apr).
You gain 3.87 gold from the transmogrification of elemental dwarven-steel battleaxe (32-49 power, 2 apr).
You gain 7.27 gold from the transmogrification of balanced dwarven-steel battleaxe of crippling (32-48 power, 2 apr).
You gain 7.39 gold from the transmogrification of void walker's ash magestaff of fate (15-18 power, 3 apr, cold element).
You gain 15.82 gold from the transmogrification of ash vilestaff 'Naturepeal' (15-18 power, 3 apr, darkness element).
You gain 15.71 gold from the transmogrification of Aeradurain (15-18 power, 3 apr, cold element).
You gain 0.25 gold from the transmogrification of elm vilestaff (10-12 power, 2 apr, fire element).
You gain 0.89 gold from the transmogrification of titan's steel ring.
You gain 1.10 gold from the transmogrification of manasurge rune of the titan (regen 924% over 10 turns; mana 46; cd 12).
You gain 2.23 gold from the transmogrification of acid wave rune of the sneak (damage 252; dur 4; cd 17).
You gain 1.66 gold from the transmogrification of blink rune (range 4; phase 13; cd 16).
You gain 1.00 gold from the transmogrification of wild infusion (res 15%; magical; dur 4; cd 12).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; mental; dur 2; cd 11).
You gain 1.13 gold from the transmogrification of healing infusion of the sneak (heal 141; cd 13).
There is a way to the previous level here (press '' or right click to use).