










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 22 / 36% |
Size | medium |
Lifes / Deaths | Killed by Elydhewen the orc cryomancer at level 22 on the 14th Regrowth 123rd year of Ascendancy at 22:23 / 1 |
Primary Stats
Strength | 29 (base 19) |
Dexterity | 10 (base 10) |
Constitution | 18 (base 10) |
Magic | 70 (base 51) |
Willpower | 48 (base 35) |
Cunning | 26 (base 13) |
Resources
Life | -569/206 |
Mana | 242/436 |
Soul | 1/12 |
Healing Factor | 1.0711363549268 |
Regeneration | 0.2677840887317 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 24.602579952692 |
See Invisible | 45.602579952692 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 32 |
Accuracy | 4 |
Crit Chance | 8% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Lightning | +15% |
Light | +21% |
Temporal | +8% |
Blight | +15% |
Darkness | +8% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 4 |
Physical Save | 25 |
Spell Save | 39 |
Mental Save | 26 |
Defense: Resistances
Darkness | + 42%( 70%) |
Temporal | + 20%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Confusion Resistance | 51% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 278 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 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 1551% for 10 turns (78 total) and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
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 66 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 13% all resistance, you move 44% faster, and you are invisible (power 8). |
Class Talents
Spell / Glacial waste | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Dreadmaster | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Spikes of Decrepitude |
talent | Aura of Undeath |
talent | Erupting Shadows |
beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 65, defense by 22 and looses all evasion bonus from being unseen. Illumination |
detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
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 worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed wretchling eyeball. * You've found the needed vial of wight ectoplasm. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego++] Arcane While equipped: Stats +2 Wil +2 Mag ----- def ----- Armour +1 Silence- +22% Confus- +21% Stun/Frz- +22% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +3 Mag +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 18 light Ranged+ 18 light Dmg.mod +11% light +15% blight Apr +2 ----- def ----- Armour +2 Phys.save +8 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Spell.save +8 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +15% nature Melee Ret 6 nature ----- def ----- Phys.save +7 (+4 eff.) Die.at -60.00 life ---------- misc Light +2 See.Invis +21 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Ego+] Arcane/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 +2 Wil +2 Mag dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +8 (+3 eff.) Dmg.mod +15% lightning ---------- misc Max.mana +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Mag +3 Wil +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +1 (+0 eff.) Crit.dmg- 10.00% ---------- misc Light +1 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 [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +22% ---------- misc Max.enc +22 Infravis +4 See.Stealth +6 See.Invis +10 Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ---------- misc Mana/turn +0.15 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +9 temporal On Hit.r1 +12 cold While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Res.pen +25% fire ----- def ----- Defense +10 (+3 eff.) Resists +13% temporal Massive two-handed battleaxes. |
![]() 3.0 T3 trident 2H weapon [Ego] Arcane Power 28.0 - 44.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +12 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage While equipped: ----- def ----- Resists +10% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Arcane Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 25 While equipped: ----- def ----- Disease- +12% Sharp, long, and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+7 eff.) Acc +8 (+8 eff.) Melee Ret 6 physical ----- def ----- Defense +5 (+0 eff.) Phys.save +9 (+5 eff.) Disarm- +30% ---------- misc Stam/turn +2.00 Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.5 - 6.1 Nature 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.) Dmg.mod +9% acid +7% fire +5% physical +7% cold Res.pen +6% acid +4% fire +4% physical +4% cold On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +9% mind +9% temporal Crit.dmg- 15.00% Heal/summ +23 ---------- misc Max.summ +2 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 4.0 - 4.4 Nature 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: Stats +3 Cun +3 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +3 (+1 eff.) ---------- 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. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +11% all Acc +12 (+12 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 acid While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +15% acid Acc +11 (+11 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Master Power 38.0 - 53.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 22 On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+11 eff.) Apr +2 Melee Ret 8 physical ----- def ----- Armour +10 Defense +2 (+0 eff.) Fatigue +12% Resists +12% cold Crit.dmg- 10.00% Max.HP +31.00 HP.reg +5.00 Heal.mod +13% ---------- misc Light +2 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +9 Wil dps ---------- Mind.crit +3% Dmg.mod +6% nature Melee Ret 4 lightning ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +16% blight +16% darkness +6% nature ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% HP.reg +2.50 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Resists +6% blight ---------- misc Mana/turn +0.10 Max.mana +21.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +4 Wil dps ---------- Dmg.mod +3% acid Against +25% Summoned On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- D.Red.from +26% Summoned Phys.save +3 (+2 eff.) Poison- +20% Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +8 Lck dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Resists +12% mind +6% fire Spell.save +9 (+3 eff.) Stealth +8 ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +1 Wil +4 Con dps ---------- Dmg.mod +9% acid On Hit (Melee): * 10% chance to slow global speed by 51% * 10% chance to reduce armor by 35% ----- def ----- Armour +3 Defense +5 (+0 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 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 14% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid +9% darkness Res.pen +15% acid Melee Ret 4 darkness 6 cold ----- def ----- Armour +3 Resists +3% cold ---------- misc Stam/turn +0.60 Max.stam +24.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +3.00 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +4 Dex +5 Wil dps ---------- Dmg.mod +12% arcane Res.pen +25% physical Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +3% Resists +5% blight Mind.save +8 (+4 eff.) ---------- misc Vim/s.crit +2.00 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +4 Fatigue +4% Resists +5% arcane +9% nature Phys.save +14 (+7 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +10% acid On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +4 Fatigue +4% Resists +9% cold +13% light +16% darkness Spell.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +6 Dex dps ---------- Phys.crit +3.0% Dmg.mod +6% acid Acc +10 (+10 eff.) ----- def ----- Armour +4 Fatigue +4% ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con 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 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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. |
![]() 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. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +5 Str +1 Con dps ---------- Dmg.mod +6% nature +6% mind ----- def ----- Resists +11% nature ---------- misc Max.psi +20.00 See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str +2 Dex dps ---------- Apr +1 ----- def ----- Resists +9% mind Confus- +20% ---------- misc Max.stam +10.00 Project a gust of wind in a cone knocking enemies back 9 spaces and dealing 230 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 65 lightning damage and will be dazed for 1 turn (326 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Justin the Cornac Necromancer level 15
58th Dusk 122nd year of Ascendancy at 22:55 see stats
By Justin the Cornac Necromancer level 20
10th Decay 122nd year of Ascendancy at 03:43 see stats
By Justin the Cornac Necromancer level 10
7th Mirth 122nd year of Ascendancy at 07:55 see stats
By Justin the Cornac Necromancer level 20
2nd Decay 122nd year of Ascendancy at 00:33 see stats
By Justin the Cornac Necromancer level 7
2nd Mirth 122nd year of Ascendancy at 22:16 see stats
By Justin the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 18:24 see stats
By Justin the Cornac Necromancer level 17
56th Haze 122nd year of Ascendancy at 18:43 see stats
By Justin the Cornac Necromancer level 15
69th Dusk 122nd year of Ascendancy at 10:44 see stats
By Justin the Cornac Necromancer level 19
1st Decay 122nd year of Ascendancy at 08:15 see stats
Log
Justin evades the effect 'Illumination '!
Elydhewen the orc cryomancer casts Sun Ray.
Justin resists the blinding light!
Armoured skeleton warrior hits Iceblock for 81 physical, 12 blight (91 total damage).
Elydhewen the orc cryomancer hits Justin for 0 light damage.
Searing Sight hits Justin for 18 light damage.
Searing Sight hits Wisp for 19 light damage.
Searing Sight hits Armoured skeleton warrior for (7 to ice), 10 light (10 total damage).
Armoured skeleton warrior resists the wave!
Elydhewen the orc cryomancer's ice storm area effect hits Armoured skeleton warrior for (33 to ice), 50 cold (50 total damage).
Elydhewen the orc cryomancer's cold repulsion area effect hits Armoured skeleton warrior for (11 to ice), 16 cold, (11 to ice), 16 physical (32 total damage).
Armoured skeleton warrior is free from the ice.
Justin casts Invoke Darkness.
The shield around Elydhewen the orc cryomancer crumbles.
Justin hits Elydhewen the orc cryomancer for (50 absorbed), 48 darkness (48 total damage).
Wisp hits Something for 13 cold damage.
Elydhewen the orc cryomancer shrugs off the effect 'Spike of Decrepitude'!
Spikes of Decrepitude hits Elydhewen the orc cryomancer for 11 cold, 11 darkness (21 total damage).
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Elydhewen the orc cryomancer calms down.
Elydhewen the orc cryomancer is no longer inspired.
Elydhewen the orc cryomancer casts Phase Door.
Something performs a melee critical strike against Wisp!
Something hits Wisp for 9 physical, 7 physical (16 total damage).
Searing Sight hits Armoured skeleton warrior for 14 light damage.
Searing Sight hits Wisp for 16 light damage.
Searing Sight hits Justin for 15 light damage.
Elydhewen the orc cryomancer roars triumphantly.