










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Combines 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 1.7.0Official 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 | 19 / 41% |
Size | big |
Lifes / Deaths | Killed by Zubilaith the degenerated skeleton archer at level 9 on the 14th Haze 122nd year of Ascendancy at 04:40 0 / 6Killed by Xuna the large white snake at level 13 on the 20th Haze 122nd year of Ascendancy at 00:40 Killed by Silevea the mean looking elven guard at level 18 on the 37th Haze 122nd year of Ascendancy at 03:58 Killed by Rhaloren Inquisitor at level 18 on the 38th Haze 122nd year of Ascendancy at 01:54 Killed by Zubilerin the maulotaur at level 19 on the 47th Haze 122nd year of Ascendancy at 22:46 Killed by Belutha the giant white ant at level 19 on the 48th Haze 122nd year of Ascendancy at 04:11 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 29 (base 27) |
Magic | 44 (base 37) |
Willpower | 32 (base 31) |
Cunning | 15 (base 11) |
Resources
Life | -266/243 |
Mana | 332/373 |
Soul | 12/19 |
Healing Factor | 1.2924687383467 |
Regeneration | 4.2005233996269 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 1 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 21 |
Accuracy | 7 |
Crit Chance | 4% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Nature | +4% |
Lightning | +3% |
Light | +36% |
Acid | +3% |
Blight | +6% |
Arcane | +6% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Temporal | +10% |
Darkness | +5% |
Lightning | +15% |
Cold | +5% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 2 |
Physical Save | 14 |
Spell Save | 26 |
Mental Save | 21 |
Defense: Resistances
Nature | + 15%( 70%) |
Lightning | + 24%( 70%) |
Light | + 46%( 70%) |
Temporal | + 19%( 70%) |
Darkness | + 6%( 70%) |
Cold | + 3%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 22% |
Instadeath Resistance | 100% |
Pinning Resistance | 89% |
Poison Resistance | 50% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 212 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 (49 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +6% blight Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Resists +9% temporal A pair of boots made of leather. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Dmg.mod +11% light +6% arcane ----- def ----- Defense +31 (+11 eff.) Resists +16% light A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Phasing +30% ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to reduce 2 talent cooldowns by 2. 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% cold Res.pen +5% darkness +5% cold On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Resists +9% nature +3% cold Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% lightning Res.pen +15% lightning Melee Ret 4 fire ----- def ----- Resists +6% fire Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ----- def ----- Defense +5 (+3 eff.) Resists +9% lightning +6% darkness Stun/Frz- +10% ---------- misc Mana/turn +0.10 Max.mana +37.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 90.99 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Cun +6 Mag dps ---------- Melee+ 5 nature Dmg.mod +4% nature Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 Resists +6% nature ---------- misc Infravis +1 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 | ![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.25 to 105.74 lightning damage (70.49 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +3% acid Res.pen +5% acid Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Defense +1 (+1 eff.) 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 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +22% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +13 (+4 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Phys.save +7 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) Dmg.mod +15% blight ----- def ----- Armour +3 Hardiness +4% Phys.save +4 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +13 (+4 eff.) Dmg.mod +15% light ---------- misc Mana/turn +0.16 Max.mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) S.pwr/crit +2 Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Phys.pwr +7 (+3 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +20% lightning +9% mind Res.pen +15% nature Acc +10 (+10 eff.) ----- def ----- Resists +9% cold +9% nature +6% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+4 eff.) Dmg.mod +9% nature +25% fire Res.pen +10% acid On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Resists +3% light +3% nature ---------- misc Max.P.En +15.00 Max.N.En +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Phasing +11% ----- def ----- Defense +11 (+5 eff.) Shield.pwr +6% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 127% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+4 eff.) Dmg.mod +24% arcane ----- def ----- Armour +4 Defense +5 (+3 eff.) ---------- misc Wards +2 arcane Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Random Unique] Arcane/Master Power 130% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +16 arcane On Hit: * 10% chance to slow global speed by 42% While equipped: Stats +5 Str +3 Dex +6 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) Phys.spd +10% Dmg.mod +3% arcane +7% physical Acc +17 (+14 eff.) Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Normal] Power 130% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Power 140% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +12 (+12 eff.) Apr +9 Massive two-handed swords. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Master Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 131% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +25% Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Psionic Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Cun +4 Dex dps ---------- Mind.crit +4% Crit.mult +16.00% Mind.pwr +8 (+4 eff.) Melee+ 14 cold Dmg.mod +12% cold Res.pen +7% cold ----- def ----- Armour +17 Resists +12% cold Phys.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Max.psi +27.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+4 eff.) Res.pen +8% all Acc +8 (+8 eff.) Apr +11 ----- def ----- Resists +10% blight Longbows are used to shoot arrows at your foes. It was hardened by the digestive sack. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +100% Ranged+ +12 physical While equipped: Stats +1 Str +6 Dex dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +11% physical On Hit (Ranged): * 20 arcane resource burn ----- def ----- Resists +6% temporal Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 lightning On Hit.r1 +16 acid While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning +6% temporal Res.pen +7% physical +7% all Acc +8 (+8 eff.) Apr +7 ----- def ----- Resists +9% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Master Power 127% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +17 Apr +7 Crit +1.5% Capacity 14 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 120% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +6 light Against +5% Undead Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs - Shield usage training Str 16 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +5 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs - Shield usage training Str 16 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 lightning Melee Ret 3 lightning ----- def ----- Armour +4 Fatigue +8% Max.HP +48.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +9% all Spell.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +11% darkness ----- def ----- Resists +16% darkness +9% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% acid +7% physical +5% fire +8% cold ----- def ----- Resists +11% acid +12% physical +10% fire +10% cold +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor Reqs Str 14 [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +5% physical Phys.save +11 (+8 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T5 light armor Reqs Str 20 [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +8 Defense +20 (+8 eff.) Fatigue +8% Resists +17% lightning Mind.save +13 (+6 eff.) A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Psionic While equipped: Stats +5 Cun +13 Wil dps ---------- Mind.crit +2% Melee Ret 4 mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% fire Mind.save +14 (+7 eff.) ---------- misc Psi/ret +0.12 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +19% acid A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% temporal A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs - Massive armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% physical Phys.save +11 (+8 eff.) A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +4 Dex +6 Wil +5 Cun dps ---------- Phys.crit +8.0% Mind.crit +7% Dmg.mod +6% fire ---------- misc Infravis +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +25% light Melee Ret 8 cold On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +9% light Mind.save +8 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +7% ----- def ----- Mind.save +15 (+7 eff.) Max.HP +40.00 ---------- misc Equi/ret +0.08 Hate/m.crit +3.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Mind.crit +5% Mind.pwr +25 (+12 eff.) Dmg.mod +3% arcane Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Defense +2 (+1 eff.) Resists +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +6% acid Res.pen +15% physical Acc +10 (+10 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +6% darkness Phys.save +8 (+7 eff.) Max.HP +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +12% fire Melee Ret 4 mind 6 fire ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +12% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 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. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Mag +2 Wil +2 Cun +3 Con dps ---------- Dmg.mod +4% arcane +3% temporal Res.pen +5% temporal Acc +5 (+5 eff.) Melee Ret 4 fire ----- def ----- Armour +2 Resists +7% darkness +9% temporal Disarm- +26% ---------- misc Infravis +2 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 2 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% mind ----- def ----- Armour +2 Fatigue +3% Mind.save +9 (+4 eff.) HP.reg +1.50 ---------- misc Stam/turn +0.90 Psi/turn +0.18 Equi/ret +0.08 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. |
![]() 1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 7 physical Dmg.mod +4% physical Acc +10 (+10 eff.) ----- def ----- Armour +7 Fatigue +3% 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Wil +3 Mag ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +3% darkness +6% cold A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +7% cold ---------- misc Infravis +2 Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+8 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness +3% physical Res.pen +20% light ----- def ----- Defense +2 (+1 eff.) Resists +18% darkness +5% arcane Poison- +20% Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Mag +4 Wil dps ---------- Res.pen +15% blight Melee Ret 6 arcane 4 blight ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+7 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Dmg.mod +12% acid +6% physical ----- def ----- Armour +7 Fatigue +3% Resists +8% acid +8% fire +8% lightning +9% cold ---------- misc Stam/turn +2.00 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +10 (+4 eff.) Fatigue +3% Resists +2% physical +15% fire Phys.save +14 (+10 eff.) Die.at -60.00 life A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +5 Dex dps ---------- Dmg.mod +3% mind Res.pen +15% cold Melee Ret 10 cold ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 3.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 27.2 Physical damage. If the attack hits, the target is confused (27% 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. |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +7 (+6 eff.) Mind.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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 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 T2 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 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 239 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Squiddie the Higher Necromancer level 8
38th Dusk 122nd year of Ascendancy at 14:53 see stats
By Squiddie the Higher Necromancer level 10
14th Haze 122nd year of Ascendancy at 05:58 see stats
By Squiddie the Higher Necromancer level 9
14th Haze 122nd year of Ascendancy at 04:37 see stats
By Squiddie the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 12:23 see stats
By Squiddie the Higher Necromancer level 15
22nd Haze 122nd year of Ascendancy at 11:44 see stats
Log
Melee retaliation hits Glymira the cutpurse for 4 fire damage.
Glymira the cutpurse hits Squiddie for 85 physical damage.
Squiddie moves reluctantly!
Belutha the giant white ant uses Battle Call.
Squiddie is called to battle!
Ghoul is called to battle!
Squiddie is called to battle!
Rotting Disease from Ghoulking hits Belutha the giant white ant for 32 blight damage.
Ghoul hits Belutha the giant white ant for 14 physical damage.
Belutha the giant white ant uses Death Dance.
The shattering blow creates a shockwave!
Squiddie starts to bleed.
Ghoul starts to bleed.
Glymira the cutpurse starts to bleed.
Belutha the giant white ant hits Ghoul for 101 physical, 177 physical, 7 nature (285 total damage).
Belutha the giant white ant hits Glymira the cutpurse for 101 physical, 193 physical, 7 nature (301 total damage).
Belutha the giant white ant hits Squiddie for 206 physical, 6 nature (212 total damage).
Melee retaliation hits Belutha the giant white ant for 3 fire damage.
Squiddie is no longer being stalked by Glymira the cutpurse.
Squiddie overcomes the gloom
Squiddie's aura of power vanishes.
Talent Command Staff is ready to use.
Talent Call of the Crypt is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Dig is ready to use.
Talent Consume Soul is ready to use.
Bleeding from Belutha the giant white ant hits Glymira the cutpurse for 31 physical damage.
Bleeding from Belutha the giant white ant hits Squiddie for 34 physical damage.
Rotting Disease from Ghoulking hits Belutha the giant white ant for 32 blight damage.
Squiddie the level 19 higher necromancer was struck to death by Belutha the giant white ant on level 1 of The Maze.