










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: 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:
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 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 Items Vault 1.7.6Donators/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:
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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 19 / 98% |
Size | medium |
Lifes / Deaths | Killed by Ivelrawen the white wolf at level 19 on the 45th Haze 122nd year of Ascendancy at 23:36 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 22 (base 10) |
Constitution | 22 (base 10) |
Magic | 49 (base 41) |
Willpower | 28 (base 28) |
Cunning | 38 (base 27) |
Resources
Life | -724/162 |
Mana | 30/316 |
Soul | 12/16 |
Vim | 148/172 |
Healing Factor | 1.3524166372473 |
Regeneration | 4.9363207259526 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 29.641450861482 |
See Invisible | 29.641450861482 |
Offense: Mainhand
Damage | 20 |
Accuracy | 32 |
Crit Chance | 12% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Nature | +16% |
Acid | +13% |
Light | +13% |
Darkness | +46% |
Mind | +34% |
Lightning | +13% |
Fire | +21% |
All | +10% |
Offense: Damage Penetration
Darkness | +5% |
Light | +5% |
Fire | +5% |
Cold | +35% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 24 |
Mental Save | 24 |
Defense: Resistances
Cold | + 36%( 70%) |
Acid | + 32%( 70%) |
Light | + 32%( 70%) |
Temporal | + 27%( 70%) |
Darkness | + 56%( 70%) |
Physical | + 23%( 70%) |
Fire | + 40%( 70%) |
All | + 23%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 10% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 20% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 282 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 48 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. |
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 (41 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 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by Aerutha the fox. Escort: repented thief (level 1 of Old Forest) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed honey tree root. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You 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] Master While equipped: ----- def ----- Armour +5 Defense +12 (+6 eff.) Resists +3% cold Max.HP +20.00 Disease- +10% Silence- +20% Teleport- +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun +3 Str dps ---------- Dmg.mod +6% mind Res.pen +5% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ---------- misc Light +6 Infravis +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. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid +11% darkness +12% mind Res.pen +10% mind +15% cold Melee Ret 6 cold ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness +6% cold A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Dex +3 Mag +1 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% cold Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 12% chance to evade weapon attacks 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 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Resists +9% acid +1% physical Crit.chn- 10.00% Phys.save +9 (+4 eff.) Poison- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% nature +3% light Res.pen +5% light Acc +6 (+3 eff.) Melee Ret 6 light ----- def ----- Resists +6% light ---------- misc Light +1 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Resists +6% fire +3% darkness +6% cold Die.at -40.00 life Heal.mod +5% Blind- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +8 Con dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +14 (+5 eff.) Dmg.mod +15% darkness Acc +10 (+5 eff.) ----- def ----- Armour +2 Resists +3% acid HP.reg +1.40 Heal.mod +20% ---------- misc Stam/turn +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Mag +1 Con dps ---------- Dmg.mod +3% lightning Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +20% 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 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Crit.mult +5.00% Spell.pwr +11 (+4 eff.) Dmg.mod +11% fire +10% darkness +10% all Apr +2 ----- def ----- Resists +16% fire +15% darkness +9% all Die.at -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +20% cold ----- def ----- Defense +1 (+0 eff.) Resists +9% darkness +6% temporal Die.at -20.00 life Cut- +10% 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 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Cun +2 Mag dps ---------- Melee Ret 4 nature 4 light ----- def ----- Fatigue -5% Resists +6% light HP.reg +2.00 Amulets make your neck look great! |
Inventory
![]() 1.0 T1 dagger 1H weapon [Rare] Nature Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +4 fire While equipped: Stats +6 Wil +1 Cun +7 Con dps ---------- Crit.mult +5.00% Dmg.mod +9% light +6% mind ----- def ----- Max.HP +16.00 ---------- misc Light +2 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Psionic Power 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +5.0% Atk.spd 100% Phasing +11% Melee+ +6 mind On Hit: * 14% chance to reduce all saves and defense by 19 * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: Stats +2 Cun +3 Wil dps ---------- Res.pen +5% mind ----- def ----- Resists +6% blight +3% mind Max.HP +40.00 Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Disrupt/Master Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +14 (+7 eff.) Resists +13% acid +13% lightning +13% cold +13% fire +3% all Spell.save +13 (+7 eff.) Disarm- +38% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Power 28.0 - 44.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +10 (+5 eff.) Apr +10 Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Random Unique] Master Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Res.pen +6% physical Acc +22 (+9 eff.) Apr +8 ----- def ----- Defense +11 (+5 eff.) Resists +3% nature +3% cold Crit.chn- 5.00% Disarm- +32% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 mind On Hit: * 20% chance to reduce armor by 33% While equipped: Stats +3 Con +5 Mag dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +22% ---------- misc Light +3 Sharp, long, and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +15.00 HP.reg +0.60 Heal.mod +13% Heal/summ +12 ---------- misc 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 5 darkness Dmg.mod +4% mind +4% darkness ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +18.00 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. |
![]() 5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+4 eff.) Dmg.mod +15% arcane On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Armour +8 Resists +12% nature +6% temporal HP.reg +0.70 Heal.mod +12% ---------- misc Max.stam +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +22% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +9% all Poison- +26% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +15 (+10 eff.) Melee+ 8 cold Dmg.mod +8% cold ----- def ----- Armour +2 Resists +3% blight +7% cold +6% temporal Crit.chn- 5.00% HP.reg +4.00 Teleport- +20% 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 T1 head armor [Rare] Psionic While equipped: Stats +7 Cun dps ---------- Spell.pwr +5 (+2 eff.) Apr +2 ----- def ----- Defense +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Max.stam +10.00 A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Mind.pwr +15 (+7 eff.) Res.pen +10% mind ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +19% acid +15% temporal +5% arcane A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Random Unique] Nature/Psionic While equipped: dps ---------- Res.pen +10% light ----- def ----- Armour +9 Fatigue +22% Resists +5% acid +8% physical +5% lightning +5% arcane +8% cold +6% mind +6% fire Mind.save +14 (+7 eff.) Max.HP +33.00 Disarm- +20% Stun/Frz- +22% Knockbk- +20% ---------- misc Light +3 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 250/400 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 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. |
![]() 3.0 T2 shot ammo [Ego] Arcane/Master Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 22 On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Arcane Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +5 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 76 damage Shots are used with slings to pummel your foes to death. |
Achievements
By Kazrim the Cornac Necromancer level 8
72nd Dusk 122nd year of Ascendancy at 12:59 see stats
By Kazrim the Cornac Necromancer level 10
5th Haze 122nd year of Ascendancy at 02:54 see stats
By Kazrim the Cornac Necromancer level 8
3rd Haze 122nd year of Ascendancy at 00:45 see stats
By Kazrim the Cornac Necromancer level 7
79th Pyre 122nd year of Ascendancy at 02:53 see stats
By Kazrim the Cornac Necromancer level 7
2nd Mirth 122nd year of Ascendancy at 02:38 see stats
By Kazrim the Cornac Necromancer level 17
26th Haze 122nd year of Ascendancy at 18:26 see stats
Log
Kazrim hits Ivelrawen the white wolf for 130 darkness damage.
Kazrim hits Black bear for 205 darkness damage.
Armoured skeleton warrior hits Ivelrawen the white wolf for (35 to psi shield), 42 physical, (20 to psi shield), 24 physical, (21 to psi shield), 25 physical (90 total damage).
Melee retaliation hits Armoured skeleton warrior for 12 cold, 0 arcane, 12 cold, 0 arcane, 12 cold, 0 arcane (36 total damage).
Ivelrawen the white wolf howls
Ghast's armour is more intact.
Ghast warms up.
Ghast's armour is more intact.
Ghast rearms.
Ghast's armour is more intact.
Ghast warms up.
Porasena the giant lightning ant is no longer attuned.
Ivelrawen the white wolf's Beyond the Flesh hits Armoured skeleton warrior for 54 physical, 3 cold (56 total damage).
Porasena the giant lightning ant hits Ghast for 45 mind, 3 lightning, 37 mind, 3 lightning (87 total damage).
Porasena the giant lightning ant attunes to the damage.
Ivelrawen the white wolf uses Furnace Vent.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Ivelrawen the white wolf starts to bleed.
Armoured skeleton warrior shatters!
Porasena the giant lightning ant shares damage with his oozes!
Spikes of Decrepitude hits Bloated ooze for 21 cold, 27 darkness (47 total damage).
Spikes of Decrepitude hits Porasena the giant lightning ant for 4 cold, 5 darkness (9 total damage).
Spikes of Decrepitude hits Ivelrawen the white wolf for 8 cold, 25 darkness (33 total damage).
Ivelrawen the white wolf hits Kazrim for 180 fire damage.
Ivelrawen the white wolf hits Ghoul for 224 fire damage.
Ivelrawen the white wolf hits Armoured skeleton warrior for 213 fire damage.
Ivelrawen the white wolf hits Ghast for 224 fire damage.
Ivelrawen the white wolf hits Skeleton master archer for 199 fire damage.
Ivelrawen the white wolf hits Ghast for 224 fire damage.
Kazrim the level 19 cornac necromancer was toasted to death by Ivelrawen the white wolf on level 1 of Old Forest.