










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists 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.
Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Auto-use inscriptions when saturated 1.6.7Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 28 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 15 on the 8th Regrowth 123rd year of Ascendancy at 00:16 / 5Killed by worm that walks at level 16 on the 8th Regrowth 123rd year of Ascendancy at 02:06 Killed by boiling horror at level 17 on the 10th Regrowth 123rd year of Ascendancy at 06:26 Killed by Celia at level 21 on the 64th Regrowth 123rd year of Ascendancy at 07:46 Killed by Galarac at level 26 on the 34th Pyre 123rd year of Ascendancy at 17:11 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 32 (base 10) |
| Magic | 87 (base 60) |
| Willpower | 85 (base 60) |
| Cunning | 51 (base 30) |
Resources
| Life | 390/390 |
| Mana | 549/549 |
| Soul | 15/15 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 0.29311050404737 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 10 |
| See Stealth | 63.572759011573 |
| See Invisible | 63.572759011573 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 35 |
| Crit Chance | 17% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +64% |
| Lightning | +10% |
| Light | +21% |
| Nature | +11% |
| Darkness | +40% |
| Physical | +13% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +105% |
| Darkness | +70% |
Defense: Base
| Armour (hardiness) | 57.26384478036 (45%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 65 |
| Mental Save | 57 |
Defense: Resistances
| Arcane | + 30%( 70%) |
| Mind | + 25%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 36%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 66%( 70%) |
| Fire | + 25%( 70%) |
| Darkness | + 70%( 70%) |
Defense: Immunities
| Silence Resistance | 32% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 434 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 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 1497% for 10 turns (1437 total) and instantly restoring 75 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 5 blight, 3 fire, 4 acid |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Race / Higher | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Reaping |
| talent | Spikes of Decrepitude |
| talent | Eternal Night |
| talent | Utterly Destroyed |
| talent | Defensive Posture |
| talent | Grim Shadow |
| talent | Chant of Fortress |
| talent | Aura of Undeath |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul 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 hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 240. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. 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 orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 xorn fragment. * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of squid ink. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Coalstake the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes resistances penetration: +20% cold Changes damage: +12% darkness Critical mult.: +5.00% Stamina each turn: +0.30 Maximum life: +32.00 Maximum hate: +4.00 Mindpower: +15 (+4 eff.) Movement speed: +10% A pair of boots made of leather. |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 31 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Flamewaker (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +6% fire / +12% darkness / +6% cold Changes resistances penetration: +10% cold Changes damage: +6% darkness / +6% fire Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... This object's appearance was changed to Invisible. |
| Tool | soothing ash wand of shielding [power 194] (16 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. When used: * Heal for 36. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's steel ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Physical save: +9 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | LayotiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+9 eff.) Physical power: +20 (+7 eff.) Armour: +4 Changes stats: +7 Str / +9 Con Changes resistances: +2% physical Silence immunity: +32% Mana each turn: +0.32 Maximum stamina: +10.00 Spellpower: +11 (+3 eff.) Mindpower: +12 (+3 eff.) Rings make your fingers look great! |
| Around waist | insulating rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | potent elven-wood bonestaff of protection (31-37 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +16% cold Changes damage: +31% cold Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Frostshine (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +3 Changes stats: +4 Dex Changes resistances penetration: +25% cold Changes damage: +12% cold Spell save: +9 (+2 eff.) Mana each turn: +0.08 Maximum mana: +60.00 Damage Shield penetration: +30% When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Ebonysting the woollen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +5 Mag / +5 Wil / +5 Con Changes resistances: +8% lightning / +12% darkness / +13% cold / +12% mind / +9% all Changes resistances penetration: +20% darkness Changes damage: +10% lightning / +13% physical / +11% nature / +9% cold Physical save: +14 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +23 (+6 eff.) Poison immunity: +27% Disease immunity: +30% Equilibrium when hit: +0.08 Psi when hit: +0.08 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Anegorn the Dawnnigh (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +2 Wil / +4 Cun / +3 Con Changes damage: +9% light Spell crit. chance: +5% Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 324 strength, based on Magic) for 5 turns Activation costs 19 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 118 power out of 155/155. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
dwarven-steel pickaxe of deeplife (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% darkness Damage affinity(heal): +15% darkness Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 153 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Galarac the Higher Necromancer level 18
11st Regrowth 123rd year of Ascendancy at 16:19 see stats
Ay ay captain! (Exploration mode)
Turn into a pirate!By Galarac the Higher Necromancer level 13
9th Allure 123rd year of Ascendancy at 23:59 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Galarac the Higher Necromancer level 20
44th Regrowth 123rd year of Ascendancy at 08:25 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Galarac the Higher Necromancer level 21
55th Regrowth 123rd year of Ascendancy at 12:07 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Galarac the Higher Necromancer level 18
26th Regrowth 123rd year of Ascendancy at 15:15 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Galarac the Higher Necromancer level 24
24th Pyre 123rd year of Ascendancy at 04:10 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Galarac the Higher Necromancer level 18
11st Regrowth 123rd year of Ascendancy at 17:12 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Galarac the Higher Necromancer level 10
53rd Haze 122nd year of Ascendancy at 05:51 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Galarac the Higher Necromancer level 20
43rd Regrowth 123rd year of Ascendancy at 01:31 see stats
Lichform (Exploration mode)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Galarac the Lich Necromancer level 26
34th Pyre 123rd year of Ascendancy at 17:11 see stats
Myths of an age past (Exploration mode)
Learned all there is to learn about the Gods and the Godslayers.By Galarac the Higher Necromancer level 18
11st Regrowth 123rd year of Ascendancy at 16:19 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Galarac the Higher Necromancer level 18
18th Regrowth 123rd year of Ascendancy at 19:14 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Galarac the Lich Necromancer level 27
41st Pyre 123rd year of Ascendancy at 15:16 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Galarac the Higher Necromancer level 19
29th Regrowth 123rd year of Ascendancy at 06:09 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Galarac the Higher Necromancer level 3
76th Pyre 122nd year of Ascendancy at 12:48 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Galarac the Higher Necromancer level 18
11st Regrowth 123rd year of Ascendancy at 16:19 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Galarac the Higher Necromancer level 6
20th Dusk 122nd year of Ascendancy at 05:33 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Galarac the Lich Necromancer level 28
53rd Pyre 123rd year of Ascendancy at 20:53 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Galarac the Higher Necromancer level 18
11st Regrowth 123rd year of Ascendancy at 21:01 see stats
Log
You gain 3.20 gold from the transmogrification of regal cashmere cloak of Eldoral (2 def, 0 armour).
You gain 1.57 gold from the transmogrification of prismatic steel mail armour (2 def, 6 armour).
You gain 4.19 gold from the transmogrification of windwalling dwarven-steel shield (0 def, 6 armour, 26-31 power, 78 block).
You gain 3.43 gold from the transmogrification of dwarven-steel shield of the stars (0 def, 6 armour, 32-38 power, 84.5 block).
You gain 2.13 gold from the transmogrification of ash longbow of dampening.
You gain 3.50 gold from the transmogrification of hungering thorny mindstar (8-9 power, 24 apr, mind damage).
You gain 6.70 gold from the transmogrification of harmonious vined mindstar of gales (5-6 power, 18 apr, nature damage).
You gain 3.43 gold from the transmogrification of steel dagger of rage (12-15 power, 6 apr).
You gain 1.20 gold from the transmogrification of flaming steel dagger (12-16 power, 6 apr).
You gain 3.49 gold from the transmogrification of arcing steel dagger of crippling (10-14 power, 6 apr).
You gain 0.50 gold from the transmogrification of steel waraxe (12-16 power, 3 apr).
You gain 3.85 gold from the transmogrification of truestriking steel greatmaul of massacre (36-55 power, 2 apr).
You gain 20.44 gold from the transmogrification of Winterenvy the steel greatmaul (27-40 power, 2 apr).
Personal New Achievement: Treasure Hoarder (Exploration mode)!
You gain 5.14 gold from the transmogrification of yew starstaff of channeling (20-24 power, 4 apr, light element).
You gain 21.19 gold from the transmogrification of Adubeth the ash vilestaff (15-18 power, 3 apr, fire element).
You gain 1.82 gold from the transmogrification of titan's steel ring of fire (+24%).
You gain 1.06 gold from the transmogrification of teleportation rune of the wizard (range 132; cd 15).
You gain 2.38 gold from the transmogrification of shielding rune of the titan (absorb 391; dur 4; cd 18).
You gain 1.51 gold from the transmogrification of blink rune (range 4; phase 10; cd 20).
You gain 2.06 gold from the transmogrification of blink rune (range 4; phase 21; cd 11).
You gain 1.60 gold from the transmogrification of blink rune (range 3; phase 12; cd 10).
You gain 1.50 gold from the transmogrification of wild infusion of the wizard (res 34%; mental; dur 2; cd 11).
You gain 1.00 gold from the transmogrification of wild infusion (res 17%; physical; dur 4; cd 10).
You gain 3.89 gold from the transmogrification of heroism infusion of the wizard (die at -504; dur 6; cd 28).
You gain 3.70 gold from the transmogrification of heroism infusion of the sneak (die at -334; dur 6; cd 26).
You gain 3.79 gold from the transmogrification of heroism infusion (die at -179; dur 7; cd 29).
You gain 1.15 gold from the transmogrification of healing infusion of the warrior (heal 98; cd 10).
You gain 0.65 gold from the transmogrification of healing infusion (heal 51; cd 11).
There is a previous level here (press '' or right click to use).

































































































