








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game OldRPG - Overdrive - 6 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) 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.
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Better Item Description 1.7.4This 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 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Orc |
Class | Necromancer |
Level / Exp | 41 / 57% |
Size | medium |
Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 41 on the 30th Dearth 124th year of Ascendancy at 14:37 / 1 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 61 (base 51) |
Magic | 89 (base 60) |
Willpower | 35 (base 22) |
Cunning | 77 (base 39) |
Resources
Life | -501/644 |
Mana | 253/527 |
Soul | 9/21 |
Healing Factor | 1.3349470706755 |
Regeneration | 8.3434191917216 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 57.490686825285 |
See Invisible | 57.490686825285 |
Offense: Mainhand
Damage | 40 |
Accuracy | 22 |
Crit Chance | 25% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 75 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Fire | +20% |
Arcane | +39% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +17% |
Lightning | +12% |
Fire | +27% |
All | +7% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 3 |
Physical Save | 38 |
Spell Save | 35 |
Mental Save | 37 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 37%( 70%) |
Cold | + 55%( 70%) |
All | + 33%( 70%) |
Darkness | + 37%( 70%) |
Light | + 47%( 70%) |
Temporal | + 47%( 70%) |
Physical | + 35%( 70%) |
Lightning | + 62%( 70%) |
Fire | + 70%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Disarm Resistance | 29% |
Pinning Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 372 damage for 3 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 2.5 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 (258 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 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Master necromancer | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +3 Resists +29% lightning +10% temporal +20% nature +3% blight A pair of boots made of leather. |
Light source | ![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 382 cold damage (based on your Magic). Uses 11 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +9 Defense +15 (+6 eff.) Fatigue +3% Resists +9% acid +9% fire +8% lightning +8% cold Phys.save +18 (+7 eff.) ---------- misc Stam/turn +3.00 Max.stam +10.00 A cap made of leather. |
Tool | ![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+5 eff.) Resists +6% lightning +20% light +5% arcane +15% nature Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Cun +2 Con dps ---------- Apr +7 Melee Ret 8 mind ----- def ----- Defense +6 (+3 eff.) Resists +6% blight +2% physical +6% darkness Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +3 Wil +5 Cun dps ---------- Dmg.mod +12% lightning Res.pen +5% lightning Against +18% Summoned Melee Ret 2 lightning ----- def ----- Resists +7% fire +15% cold D.Red.from +17% Summoned ---------- misc Mana/turn +0.19 Max.mana +22.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +4 Cun +5 Con dps ---------- Spell.crit +4% Crit.mult +17.00% Spell.pwr +22 (+5 eff.) Dmg.mod +25% arcane ---------- misc Mana/turn +0.36 N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +32.00 Max.N.En +40.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 17 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil +7 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +14% arcane Acc +8 (+4 eff.) ----- def ----- Armour +3 Phys.save +10 (+4 eff.) Mind.save +8 (+4 eff.) HP.reg +6.00 Disarm- +29% ---------- misc Stam/turn +1.30 Max.stam +25.00 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. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+6 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +5 (+2 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 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 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +2 Cun +2 Con dps ---------- Crit.mult +15.00% Phys.pwr +20 (+10 eff.) ----- def ----- Resists +10% temporal Pinning- +27% Knockbk- +20% ---------- misc Max.stam +30.00 Amulets make your neck look great! |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 20 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (175). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +5% blight Poison- +12% Disease- +14% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature/Psionic Power 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +4 Str +6 Dex +9 Mag +6 Wil +3 Cun +5 Con Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master Power 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 99 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+4 eff.) Res.pen +10% physical Acc +7 (+3 eff.) Apr +7 Sharp, short and deadly. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane/Psionic Power 62.5 - 100.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +17 darkness Against +14% Living While equipped: Stats +9 Mag +7 Wil dps ---------- Spell.pwr +12 (+3 eff.) Massive two-handed swords. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+4 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+9 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 33 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +12 Mag +15 Wil +12 Cun dps ---------- Spell.crit +15% Crit.mult +14.00% Spell.pwr +27 (+6 eff.) Mind.pwr +15 (+5 eff.) S.pwr/crit +9 Dmg.mod +30% physical +30% temporal +30% darkness +30% light Res.pen +10% mind +10% cold ----- def ----- Resists +12% cold ---------- misc Equi/ret +0.04 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) Dmg.mod +30% blight ----- def ----- Resists +15% blight ---------- misc Vim/s.crit +3.00 Max.vim +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +10.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness ----- def ----- Resists +12% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +16 (+4 eff.) S.pwr/crit +6 Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 37.47 to 44.96 cold damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 120 damage While equipped: dps ---------- Phys.crit +5.0% Crit.mult +24.00% Apr +8 One-handed war axes. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +10% Spell.pwr +22 (+5 eff.) Dmg.mod +15% temporal +18% light +6% fire +14% physical +24% darkness Res.pen +6% temporal +13% physical On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Resists +3% darkness +27% light +13% all Anom.red +14 ---------- misc Mana/turn +0.34 Max.mana +84.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +16% arcane +11% darkness ----- def ----- Resists +16% darkness +13% all ---------- misc Max.mana +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Str +7 Mag +8 Wil dps ---------- Dmg.mod +22% acid +31% physical +33% cold +20% lightning +23% fire ----- def ----- Resists +15% acid +10% physical +24% cold +14% fire +15% lightning +15% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Str +7 Mag +6 Wil dps ---------- Dmg.mod +5% lightning +11% physical +21% cold ----- def ----- Resists +5% lightning +8% cold +9% blight +13% all Max.HP +67.00 HP.reg +1.90 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +19% nature ----- def ----- Resists +11% all Poison- +30% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +19% nature ----- def ----- Resists +15% all Poison- +31% Disease- +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +2% Res.pen +5% mind Melee Ret 4 mind ----- def ----- Armour +3 Resists +15% darkness +3% cold ---------- misc Stam/turn +0.60 Max.stam +21.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: Stats +8 Lck +4 Dex ----- def ----- Armour +3 Stealth +6 A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 3.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 84.46 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +10% Crit.mult +5.00% ----- def ----- Armour +2 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. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% acid +7% lightning +10% cold +6% arcane +9% fire ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +6% Dmg.mod +7% acid +6% lightning +6% cold +6% arcane +6% fire ----- def ----- Defense +2 (+1 eff.) Mind.save +12 (+5 eff.) Hateful Whisper: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 120 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +3 Fatigue +3% Resists +1% physical Crit.chn- 15.00% Blind- +20% Poison- +20% Skullcracker: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 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 56.6 Physical damage. If the attack hits, the target is confused (27% effect) for 6 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 cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +10 Str +7 Dex +8 Wil dps ---------- Mind.crit +5% Res.pen +25% mind ----- def ----- Armour +3 Fatigue +3% ---------- misc Hate/m.crit +4.00 Skullcracker: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 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 56.6 Physical damage. If the attack hits, the target is confused (27% effect) for 6 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 hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +8 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Phys.save +10 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +7 (+3 eff.) A hat made of leather. Very stylish. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Master/Psionic While equipped: Stats +4 Str +2 Cun +4 Con ----- def ----- Armour +11 Defense +14 (+6 eff.) Fatigue +12% Mind.save +19 (+7 eff.) Max.HP +47.00 A suit of armour made of mail. |
![]() 9.0 T3 light armor Reqs Str 16 [Rare] Arcane While equipped: Stats +8 Str +3 Cun +7 Con dps ---------- Spell.crit +4% Res.pen +15% blight ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +16% light +16% darkness Spell.save +18 (+7 eff.) ---------- misc See.Invis +15 A suit of armour made of leather. |
![]() 9.0 T5 light armor Reqs Str 20 [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) ----- def ----- Armour +8 Defense +20 (+8 eff.) Fatigue +8% Max.HP +47.00 HP.reg +9.30 Heal.mod +15% A suit of armour made of leather. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +7 (+3 eff.) Dmg.mod +12% fire Melee Ret 4 fire ----- def ----- Resists +12% light +24% fire ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T1 lite [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) ---------- misc Light +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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 139% of the healing done. This effect scales with your Magic stat.. Uses 42 power out of 60/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 power out of 308/400 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Kazrim the Orc Necromancer level 19
3rd Revenge 124th year of Ascendancy at 11:32 see stats
By Kazrim the Orc Necromancer level 12
38th Retaking 124th year of Ascendancy at 03:03 see stats
By Kazrim the Orc Necromancer level 40
28th Dearth 124th year of Ascendancy at 21:17 see stats
By Kazrim the Orc Necromancer level 31
2nd Pain 124th year of Ascendancy at 04:31 see stats
By Kazrim the Orc Necromancer level 10
35th Retaking 124th year of Ascendancy at 03:17 see stats
By Kazrim the Orc Necromancer level 20
12nd Revenge 124th year of Ascendancy at 01:40 see stats
By Kazrim the Orc Necromancer level 30
35th Revenge 124th year of Ascendancy at 03:15 see stats
By Kazrim the Orc Necromancer level 40
27th Dearth 124th year of Ascendancy at 18:20 see stats
By Kazrim the Orc Necromancer level 37
21st Dearth 124th year of Ascendancy at 03:41 see stats
By Kazrim the Orc Necromancer level 34
17th Dearth 124th year of Ascendancy at 05:01 see stats
By Kazrim the Orc Necromancer level 31
1st Pain 124th year of Ascendancy at 13:47 see stats
By Kazrim the Orc Necromancer level 22
14th Revenge 124th year of Ascendancy at 13:05 see stats
By Kazrim the Orc Necromancer level 27
22nd Revenge 124th year of Ascendancy at 06:08 see stats
By Kazrim the Orc Necromancer level 17
48th Retaking 124th year of Ascendancy at 19:16 see stats
Log
Shield of Light hits High Sun Paladin Aeryn for 16 healing, 16 healing, 16 healing, 16 healing, 16 healing, 16 healing (0 total damage) [96 healing].
Melee retaliation hits High Sun Paladin Aeryn for (1 absorbed), 1 lightning, (8 absorbed), 8 fire, (1 absorbed), 1 mind, (1 absorbed), 1 lightning, (8 absorbed), 8 fire, (2 absorbed), 2 mind (20 total damage).
High Sun Paladin Aeryn starts to bleed ice.
Ghoulking's purging blight area effect hits Kazrim for 0 blight damage.
Ghoulking's purging blight area effect hits High Sun Paladin Aeryn for (14 absorbed), 14 blight (14 total damage).
Shield of Light hits High Sun Paladin Aeryn for 16 healing, 16 healing, 16 healing (0 total damage) [48 healing].
Kazrim's desolate waste area effect hits High Sun Paladin Aeryn for (8 absorbed), 8 cold (8 total damage).
Kazrim's desolate waste area effect hits High Sun Paladin Aeryn for (8 absorbed), 8 cold (8 total damage).
High Sun Paladin Aeryn's light area effect hits Kazrim for 90 light damage.
Kazrim's spell attains critical power!
Kazrim unleashes a blast of frostdusk as he crosses the veil!
Kazrim hits High Sun Paladin Aeryn for (50 absorbed), 50 cold, (51 absorbed), 51 darkness, (17 absorbed), 17 fire (119 total damage).
Kazrim hits Kazrim for 3 fire damage.
Shield of Light hits High Sun Paladin Aeryn for 16 healing, 16 healing, 16 healing (0 total damage) [48 healing].
Kazrim uses Resonance Field.
A psychic field forms around Kazrim.
Kazrim casts Call of the Mausoleum.
High Sun Paladin Aeryn casts Lucent Wrath.
High Sun Paladin Aeryn's Beyond the Flesh performs a melee critical strike against Kazrim!
Shield of Light performs a melee critical strike against Kazrim!
Your resonance field crumbles under the damage!
The psychic field around Kazrim crumbles.
Frost Cut from Kazrim hits High Sun Paladin Aeryn for (13 absorbed), 13 cold (13 total damage).
Melee retaliation hits High Sun Paladin Aeryn for (1 absorbed), 1 lightning, (8 absorbed), 8 fire, (2 absorbed), 2 mind, (1 absorbed), 1 lightning, (8 absorbed), 8 fire, (1 absorbed), 1 mind (20 total damage).
Shield of Light hits High Sun Paladin Aeryn for 16 healing, 16 healing, 16 healing, 16 healing, 16 healing, 16 healing, 16 healing (0 total damage) [112 healing].
High Sun Paladin Aeryn's Beyond the Flesh hits Kazrim for (173 resonance), 173 physical, (27 resonance), 27 light, (5 resonance), 5 physical (205 total damage).
Shield of Light hits Kazrim for (22 resonance), 91 light, 22 light, 9 darkness, 70 light (192 total damage).
Kazrim the level 41 orc necromancer was purified to death by High Sun Paladin Aeryn on level 5 of Gates of Morning.
Space restabilizes around you.