Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Necromancer |
Level / Exp | 15 / 71% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 15 on the 48th Dusk 122nd year of Ascendancy at 03:11 / 1 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 14 (base 10) |
Magic | 48 (base 41) |
Willpower | 40 (base 32) |
Cunning | 18 (base 11) |
Resources
Life | -320/210 |
Mana | 342/348 |
Soul | 9/14 |
Healing Factor | 1.0372895330003 |
Regeneration | 0.25932238325009 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 2 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 20 |
Accuracy | 9 |
Crit Chance | 7% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Mind | +11% |
Darkness | +10% |
Blight | +10% |
Arcane | +13% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Temporal | +15% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 3 |
Physical Save | 14 |
Spell Save | 29 |
Mental Save | 25 |
Defense: Resistances
Darkness | + 20%( 70%) |
Light | + 20%( 70%) |
Physical | + 23%( 70%) |
Arcane | + 21%( 70%) |
Mind | + 19%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
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 (44 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 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Necrosis | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Channel Staff (+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 |
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 |
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 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 length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * '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.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within7 lumberjacks have died. | done |
Equipment
On feet | [vs. scholar's pair of rough leather boots (0 def, 1 armour) (On feet)] scholar's pair of rough leather boots (0 def, 1 armour)scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Spellpower: +4 (+2 eff.) (-) A pair of boots made of leather. |
Light source | [vs. brass lantern of health (Light source)] brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +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. |
On head | [vs. clarifying linen wizard hat (1 def, 0 armour) (On head)] clarifying linen wizard hat (1 def, 0 armour)clarifying linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +3(-) Cun Mental save: +6 (+3 eff.) (-) A pointy cloth hat, very wizardly... |
Tool | [vs. elm wand of shielding [power 110] (14/20 cooldown) (Tool)] elm wand of shielding [power 110] (14/20 cooldown)elm wand of shielding [power 110] (14/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | [vs. Glassra (On fingers, 1 of 2)] GlassraGlassra Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-10) item temporal energize Changes stats: +3(-) Cun / +3(-) Con Changes resistances: +11%(-) mind / +13%(-) arcane Changes resistances penetration: +15%(-) temporal Changes damage: +11%(-) mind / +13%(-) arcane Critical mult.: +5.00% (-) Physical save: +6 (+6 eff.) (-) Mental crit. chance: +1% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | [vs. Glassra (On fingers, 1 of 2)] psionicist's copper ringpsionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item temporal energize Changes stats: +2 Wil / +0(-3) Cun / +0(-3) Con Changes resistances: +0%(-11%) mind / +0%(-13%) arcane Changes resistances penetration: +0%(-15%) temporal Changes damage: +0%(-11%) mind / +0%(-13%) arcane Critical mult.: +0.00% (-5.00%) Physical save: +0 (+0 eff.) (-6 (-6 eff.)) Mental save: +4 (+2 eff.) Mental crit. chance: +0% (-1%) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | [vs. Arurith the Breezeraze (Around waist)] Arurith the BreezerazeArurith the Breezeraze Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes damage: +3%(-) fire Spell save: +9 (+4 eff.) (-) Mana each turn: +0.04 (-) Maximum life: +32.00 (-) Spellpower: +10 (+4 eff.) (-) A belt that goes around your waist. |
In main hand | [vs. Kor's Fall (10-12 power, 0 apr, darkness element) (In main hand)] Kor's Fall (10-12 power, 0 apr, darkness element)Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) acid / +10%(-) fire / +10%(-) darkness / +10%(-) blight Talent masteries: +0.10(-) Corruption / Bone Talents granted: +1.00(-) Command Staff Spellpower: +7 (+3 eff.) (-) Spell crit. chance: +8% (-) See invisible: +2 (-) It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 131.63 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (263). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Main armor | [vs. Spinal Cage (5 def, 8 armour) (Main armor)] Spinal Cage (5 def, 8 armour)Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +5 (+5 eff.) (-) Fatigue: +3% (-) Changes stats: +2(-) Dex Changes resistances: +15%(-) physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.2 Power cost: 20 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 51.94 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Cloak | [vs. linen cloak of Iron Throne (1 def, 0 armour) (Cloak)] linen cloak of Iron Throne (1 def, 0 armour)linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Str / +1(-) Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. starlit copper amulet of dexterity (+2) (Around neck)] starlit copper amulet of dexterity (+2)starlit copper amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Dex Changes resistances: +12%(-) light / +12%(-) darkness Blindness immunity: +20% (-) Amulets make your neck look great! |
Inventory
[vs. Rune: Shatter Afflictions (on body)] shatter afflictions rune of the psychic (absorb 68; cd 15)shatter afflictions rune of the psychic (absorb 68; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15(-3) 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 68(+18) 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 +Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 194; dur 5; cd 16) shielding rune of the psychic (absorb 194; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 194 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Glassra (On fingers, 1 of 2)] copper ring of light (+20%)copper ring of light (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-3) Cun / +0(-3) Con Changes resistances: +0%(-13%) arcane / +20% light / +0%(-11%) mind Changes resistances penetration: +0%(-15%) temporal Changes damage: +0%(-13%) arcane / +10% light / +0%(-11%) mind Critical mult.: +0.00% (-5.00%) Physical save: +0 (+0 eff.) (-6 (-6 eff.)) Mental crit. chance: +0% (-1%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Glassra (On fingers, 1 of 2)] titan's copper ringtitan's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item temporal energize Changes stats: +0(-3) Cun / +2(-1) Con Changes resistances: +0%(-11%) mind / +0%(-13%) arcane Changes resistances penetration: +0%(-15%) temporal Changes damage: +0%(-11%) mind / +0%(-13%) arcane Critical mult.: +0.00% (-5.00%) Physical save: +4 (+4 eff.) (-2 (-2 eff.)) Mental crit. chance: +0% (-1%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Kor's Fall (10-12 power, 0 apr, darkness element) (In main hand)] ash longbow of acidThis item will automatically be transmogrified when you leave the level. ash longbow of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +0.0% (-1.5%) Attack speed: 100% (-) Firing range: +7 Damage (Ranged): +8 acid When wielded/worn: Changes damage: +14%(+4%) acid / +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Spell crit. chance: +0% (-8%) See invisible: +0 (-2) Longbows are used to shoot arrows at your foes. |
[vs. Kor's Fall (10-12 power, 0 apr, darkness element) (In main hand)] vined mindstar (5-6 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. vined mindstar (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-5.0 - -6.5) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+18) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) acid / +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Spell crit. chance: +0% (-8%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% See invisible: +0 (-2) 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. |
[vs. Kor's Fall (10-12 power, 0 apr, darkness element) (In main hand)] cruel elm starstaff of illumination (10-12 power, 2 apr, darkness element)cruel elm starstaff of illumination (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (+2) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Defense: +5 (+5 eff.) Changes damage: +0%(-10%) acid / +0%(-10%) fire / +10%(-) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1.00(-) Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) (-4 (-2 eff.)) Spell crit. chance: +6% (-2%) Light radius: +2 See invisible: +0 (-2) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 92.82 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. |
[vs. Kor's Fall (10-12 power, 0 apr, darkness element) (In main hand)] elm magestaff (10-12 power, 2 apr, arcane element)elm magestaff (10-12 power, 2 apr, arcane element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (+2) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) acid / +0%(-10%) darkness / +0%(-10%) blight / +0%(-10%) fire / +10% arcane Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1.00(-) Command Staff Spellpower: +3 (+1 eff.) (-4 (-2 eff.)) Spell crit. chance: +1% (-7%) See invisible: +0 (-2) Staves designed for wielders of magic, by the greats of the art. |
[vs. linen cloak of Iron Throne (1 def, 0 armour) (Cloak)] Tulyromirig (6 def, 2 armour)This item will automatically be transmogrified when you leave the level. Tulyromirig (6 def, 2 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) (+5 (+5 eff.)) Changes stats: +0(-1) Str / +2(+1) Con Changes resistances: +20% light / +11% fire Stealth bonus: +7 Confusion immunity: +20% Life regen: +4.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. linen cloak of Iron Throne (1 def, 0 armour) (Cloak)] enveloping cashmere cloak of Iron Throne (11 def, 0 armour)This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of Iron Throne (11 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+11 eff.) (+10 (+10 eff.)) Changes stats: +1(-) Str / +2(+1) Con Physical save: +7 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Spinal Cage (5 def, 8 armour) (Main armor)] focusing woollen robe of fire (+15%) (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. focusing woollen robe of fire (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-3%) Changes stats: +0(-2) Dex / +5 Mag / +5 Wil Changes resistances: +15% fire / +0%(-15%) physical / +9% all Changes damage: +10% fire Mana each turn: +0.16 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Spinal Cage (5 def, 8 armour) (Main armor)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-3%) Changes stats: +0(-2) Dex Changes resistances: +0%(-15%) physical / +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Spinal Cage (5 def, 8 armour) (Main armor)] mindwoven linen robe of the mountain (+11%) (0 def, 0 armour)mindwoven linen robe of the mountain (+11%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-3%) Changes stats: +0(-2) Dex Changes resistances: +7% all / +11%(-4%) physical Changes damage: +11% physical Mental save: +17 (+8 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Spinal Cage (5 def, 8 armour) (Main armor)] shimmering linen robe of frost (+16%) (0 def, 0 armour)shimmering linen robe of frost (+16%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-3%) Changes stats: +0(-2) Dex Changes resistances: +16% cold / +0%(-15%) physical / +7% all Changes damage: +10% arcane / +11% cold Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Elurin (10 def, 2 armour)Elurin (10 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Defense: +10 (+10 eff.) Fatigue: +3% Changes stats: +3 Dex / +1 Con Changes resistances: +3% nature Changes resistances penetration: +20% acid Life regen: +3.00 Stamina each turn: +0.70 Maximum stamina: +14.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Gorokalthorim the Frostgrinder (0 def, 2 armour)Gorokalthorim the Frostgrinder (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 6 cold Changes stats: +3 Str / +4 Dex / +3 Cun Changes resistances: +12% darkness / +6% cold Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+7 eff.) Blindness immunity: +10% Life regen: +4.00 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. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves 'Urthykath' (0 def, 2 armour)hardened leather gloves 'Urthykath' (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +9% fire Disease immunity: +20% Life regen: +6.00 Stamina each turn: +0.80 Psi when hit: +0.20 Maximum stamina: +13.00 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. |
[vs. clarifying linen wizard hat (1 def, 0 armour) (On head)] insulating linen wizard hat (1 def, 0 armour)insulating linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +0(-3) Cun Changes resistances: +6% fire / +5% cold Mental save: +0 (+0 eff.) (-6 (-3 eff.)) A pointy cloth hat, very wizardly... |
[vs. Spinal Cage (5 def, 8 armour) (Main armor)] radiant cured leather armour (6 def, 4 armour)This item will automatically be transmogrified when you leave the level. radiant cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-4) Defense: +6 (+6 eff.) (+1 (+1 eff.)) Fatigue: +7% (+4%) Changes stats: +0(-2) Dex / +1 Wil Changes resistances: +11% blight / +0%(-15%) physical / +10% darkness Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Gothra the Obsidianripper (0 def, 2 armour, 18 block)Gothra the Obsidianripper (0 def, 2 armour, 18 block) Requires: - Shield usage training - Strength 11 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Damage when hit (Melee): 10 darkness Changes resistances: +10% arcane Changes resistances penetration: +15% cold Changes damage: +9% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming iron shield of lightning resistance (+16%) (0 def, 2 armour, 18 block)flaming iron shield of lightning resistance (+16%) (0 def, 2 armour, 18 block) Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 1 fire Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (18/18, 19-27 power, 7 apr)quiver of ash arrows (18/18, 19-27 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern of health (Light source)] SearwalkerSearwalker Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +3% temporal / +3% blight Changes resistances penetration: +5% fire Critical mult.: +10.00% Maximum life: +0.00 (-40.00) Light radius: +5 (+2) 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. |
[vs. brass lantern of health (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-40.00) Light radius: +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. |
[vs. brass lantern of health (Light source)] brass lantern of clarityThis item will automatically be transmogrified when you leave the level. brass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Maximum life: +0.00 (-40.00) Light radius: +3 (-) See stealth: +5 See invisible: +5 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
[vs. elm wand of shielding [power 110] (14/20 cooldown) (Tool)] elm totem of healing [power 116] (14/15 cooldown)elm totem of healing [power 116] (14/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Haerhirst the Shalore Necromancer level 15
38th Dusk 122nd year of Ascendancy at 08:34 see stats
By Haerhirst the Shalore Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 01:43 see stats
By Haerhirst the Shalore Necromancer level 1
74th Pyre 122nd year of Ascendancy at 21:50 see stats
By Haerhirst the Shalore Necromancer level 13
4th Flare 122nd year of Ascendancy at 16:38 see stats
Log
A carrion worm mass has spawned from worm that walks' wounds!
Haerhirst reflects damage back to Worm that walks!
Haerhirst hits Worm that walks for 27 reflected, 21 reflected, 21 reflected, 7 reflected, 21 reflected, 90 reflected (187 total damage).
Worm that walks hits Ghoul for (83 absorbed), 0 acid (0 total damage).
Worm that walks hits Haerhirst for (27 absorbed), 0 acid, (21 absorbed), 0 blight, (21 absorbed), 0 acid, (7 absorbed), 0 darkness, (21 absorbed), 0 blight, (90 absorbed), 0 acid (0 total damage).
Worm that walks hits Armoured skeleton warrior for (99 absorbed), 0 acid (0 total damage).
Worm that walks hits Armoured skeleton warrior for (39 blocked), (60 absorbed), 0 acid (0 total damage).
Worm that walks hits Dread for (53 absorbed), 11 acid (11 total damage).
Haerhirst killed Worm that walks!
Haerhirst casts Grace of the Eternals.
Haerhirst speeds up.
The shield around armoured skeleton warrior crumbles.
The shield around armoured skeleton warrior crumbles.
Your shield crumbles under the damage!
The shield around Haerhirst crumbles.
Haerhirst slows down.
Talent Boneyard is ready to use.
Worm Rot from Worm that walks hits Haerhirst for (43 absorbed), 0 blight, (14 absorbed), 21 acid (21 total damage).
The shield around ghoul crumbles.
Talent Call of the Mausoleum is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
The shield around bone giant crumbles.
Worm Rot from Worm that walks hits Haerhirst for 43 blight, 36 acid (78 total damage).
Haerhirst casts Rune: Shatter Afflictions.
A carrion worm mass bursts out of Haerhirst!
Haerhirst is free from the worm rot.
A shield forms around Haerhirst.