













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Hulk! 1.4.8 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 44 / 71% |
Size | medium |
Lifes / Deaths | Killed by Poryramira the snow giant at level 32 on the 1st Allure 123rd year of Ascendancy at 13:59 / 4Killed by Xanumibeth the skeleton assassin at level 36 on the 40th Regrowth 123rd year of Ascendancy at 11:54 Killed by fire drake at level 44 on the 36th Pyre 123rd year of Ascendancy at 01:46 Killed by ritch flamespitter at level 44 on the 36th Pyre 123rd year of Ascendancy at 02:03 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 71 (base 60) |
Magic | 80 (base 60) |
Willpower | 43 (base 13) |
Cunning | 75 (base 51) |
Resources
Life | -942/666 |
Mana | 561/586 |
Soul | 12/12 |
Healing Factor | 1.481801953332 |
Regeneration | 6.297658301661 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 6 |
Offense: Mainhand
Damage | 34 |
Accuracy | 22 |
Crit Chance | 35% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 42% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Cold | +87% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Arcane | +25% |
Darkness | +20% |
Cold | +48% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 59 |
Mental Save | 55 |
Defense: Resistances
Acid | + 48%( 70%) |
Arcane | + 42%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Darkness | + 38%( 70%) |
Light | + 29%( 70%) |
Temporal | + 34%( 70%) |
Mind | + 29%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 23% |
Bleed Resistance | 100% |
Confusion Resistance | 52% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 297 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 100 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 Magic stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 2.05 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Rime wraith | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Higher | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Undead / Lich | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 1/15 |
| 15/31 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by faerlhing. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by large white snake. Escort: lost warrior (level 3 of Trollmire) | failed |
You failed to protect the lost warrior from death by Pyromancer. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the lost warrior from death by carrion worm mass. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 1 of Dreadfell) | 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: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 593. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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: * You've found the needed skeleton mage skull. * You've found the needed vial of wight ectoplasm. * You've found the needed xorn fragment. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed faerlhing fang. * You've found the needed giant spider spinneret. 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 ritch stinger. * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +4 (+2 eff.) Armour: +5 Defense: +14 (+7 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +3 Mag / +4 Wil Changes resistances: +6% cold Changes resistances penetration: +25% cold Changes damage: +3% nature Activating this item is instant. It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 10 Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +12 cold Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 10% chance to slow global speed by 53% Damage when hit (Melee): 2 cold Changes resistances: +9% acid Changes resistances penetration: +5% cold Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +10% 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +9 Cun Changes resistances: +12% acid / +22% cold / +15% temporal Changes damage: +15% cold Hate when firing a critical mind attack: +3.00 Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +3 Cun / +2 Str Changes resistances: +6% cold Changes resistances penetration: +10% nature Changes damage: +6% cold Lowers spell cool-downs by: 10% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 25.63 cold and 13.71 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +12% acid / +9% mind Changes resistances penetration: +20% darkness Changes damage: +15% mind / +15% cold Mental save: +9 (+3 eff.) Confusion immunity: +32% Rings make your fingers look great! |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +7.0% Physical power: +7 (+3 eff.) Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +14 (+4 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Changes resistances: +9% light Changes resistances penetration: +10% cold Changes damage: +6% cold Physical save: +8 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% Confusion immunity: +10% Life regen: +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +4 Wil Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +27% cold Changes resistances penetration: +25% arcane Talent mastery: +0.25 Spell / Grave Mana each turn: +0.12 Spell crit. chance: +3% Damage Shield penetration: +30% Amulets make your neck look great! |
Inventory
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +25 (+12 eff.) Changes stats: +7 Str Changes damage: +6% light Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 78 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +7 temporal Damage (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +5 Physical crit. chance: +10.0% Physical power: +11 (+5 eff.) Defense: +11 (+5 eff.) Changes resistances: +10% temporal Critical mult.: +15.00% Physical save: +6 (+3 eff.) Disarm immunity: +23% Sharp, short and deadly. |
![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Maximum wards: +2 lightning Changes damage: +19% lightning / +3% mind Talents granted: +2 Ward +1 Command Staff Mana each turn: +0.12 Maximum mana: +42.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +12 (+6 eff.) Changes resistances: +6% temporal / +18% fire Changes resistances penetration: +15% arcane / +15% fire Changes damage: +21% temporal / +34% arcane / +15% mind Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 117.58 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 24 fire Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +27.00% Mana each turn: +0.31 Spellpower: +38 (+11 eff.) Spell crit. chance: +5% See invisible: +17 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% acid / +13% physical / +15% fire / +14% cold / +13% all Changes damage: +17% acid / +17% physical / +15% light / +19% fire / +16% darkness / +11% cold Talent cooldown: Refit Golem (-4 turns) Spellpower: +7 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 A pair of boots made of leather. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 10 arcane Changes stats: +6 Mag / +6 Wil Changes resistances: +3% arcane Changes damage: +9% arcane Spellpower: +12 (+4 eff.) 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +10 (+5 eff.) Changes stats: +1 Str Changes resistances: +3% blight / +5% arcane / +3% light / +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 lightning / 6 cold Changes stats: +1 Str Changes resistances: +18% nature / +9% cold Changes resistances penetration: +20% lightning / +10% nature / +26% light Changes damage: +9% nature / +12% cold Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 80 power out of 80/80. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 30 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Necro the Lich Necromancer level 41
57th Regrowth 123rd year of Ascendancy at 11:43 see stats
By Necro the Lich Necromancer level 41
54th Regrowth 123rd year of Ascendancy at 05:13 see stats
By Necro the Higher Necromancer level 30
50th Haze 122nd year of Ascendancy at 21:15 see stats
By Necro the Higher Necromancer level 30
2nd Haze 122nd year of Ascendancy at 08:57 see stats
By Necro the Higher Necromancer level 32
4th Decay 122nd year of Ascendancy at 08:58 see stats
By Necro the Higher Necromancer level 23
51st Dusk 122nd year of Ascendancy at 17:15 see stats
By Necro the Higher Necromancer level 22
50th Dusk 122nd year of Ascendancy at 13:11 see stats
By Necro the Higher Necromancer level 36
14th Regrowth 123rd year of Ascendancy at 22:59 see stats
By Necro the Higher Necromancer level 10
4th Mirth 122nd year of Ascendancy at 01:41 see stats
By Necro the Higher Necromancer level 20
35th Dusk 122nd year of Ascendancy at 06:34 see stats
By Necro the Higher Necromancer level 30
79th Dusk 122nd year of Ascendancy at 17:44 see stats
By Necro the Lich Necromancer level 40
51st Regrowth 123rd year of Ascendancy at 13:26 see stats
By Necro the Lich Necromancer level 36
40th Regrowth 123rd year of Ascendancy at 11:54 see stats
By Necro the Lich Necromancer level 44
34th Pyre 123rd year of Ascendancy at 22:19 see stats
By Necro the Higher Necromancer level 30
65th Haze 122nd year of Ascendancy at 22:48 see stats
By Necro the Higher Necromancer level 30
21st Haze 122nd year of Ascendancy at 00:33 see stats
By Necro the Higher Necromancer level 16
9th Dusk 122nd year of Ascendancy at 20:58 see stats
By Necro the Lich Necromancer level 44
35th Pyre 123rd year of Ascendancy at 14:50 see stats
By Necro the Lich Necromancer level 44
35th Pyre 123rd year of Ascendancy at 07:57 see stats
By Necro the Higher Necromancer level 3
77th Pyre 122nd year of Ascendancy at 22:19 see stats
By Necro the Higher Necromancer level 10
5th Mirth 122nd year of Ascendancy at 05:02 see stats
By Necro the Higher Necromancer level 36
27th Regrowth 123rd year of Ascendancy at 09:32 see stats
By Necro the Higher Necromancer level 30
38th Haze 122nd year of Ascendancy at 00:49 see stats
By Necro the Higher Necromancer level 24
54th Dusk 122nd year of Ascendancy at 01:46 see stats
By Necro the Higher Necromancer level 18
16th Dusk 122nd year of Ascendancy at 05:21 see stats
By Necro the Higher Necromancer level 32
1st Allure 123rd year of Ascendancy at 13:59 see stats
By Necro the Lich Necromancer level 40
53rd Regrowth 123rd year of Ascendancy at 03:00 see stats
Log
Bethisekira the brittle clear ooze hits Necro for 44 cold, 15 arcane (58 total damage).
Bethisekira the brittle clear ooze receives 1717 healing.
Necro's desolate waste area effect hits Fire drake for 86 cold damage.
Necro's desolate waste area effect hits Bethisekira the brittle clear ooze for 110 cold damage.
Necro's desolate waste area effect hits Eliwen the slimy ooze for 115 cold damage.
Necro's desolate waste area effect hits Voryratira the slimy ooze for 101 cold damage.
Necro's desolate waste area effect hits Ritch flamespitter for (34 to ice), 51 cold (51 total damage).
Necro's desolate waste area effect hits Fire drake for 86 cold damage.
Necro's desolate waste area effect hits Voryratira the slimy ooze for 101 cold damage.
Necro's desolate waste area effect hits Bethisekira the brittle clear ooze for 110 cold damage.
Necro's desolate waste area effect hits Fire drake for 86 cold damage.
Necro's desolate waste area effect hits Voryratira the slimy ooze for 101 cold damage.
Necro's desolate waste area effect hits Bethisekira the brittle clear ooze for 110 cold damage.
Necro's desolate waste area effect hits Fire drake for 69 cold damage.
Necro's desolate waste area effect hits Voryratira the slimy ooze for 81 cold damage.
Necro's desolate waste area effect hits Bethisekira the brittle clear ooze for 88 cold damage.
Fire drake's devouring flames area effect hits Fire drake for 9 fire damage.
Fire drake's devouring flames area effect hits Bethisekira the brittle clear ooze for 22 fire damage.
Fire drake's devouring flames area effect hits Necro for 32 fire damage.
Fire drake's devouring flames area effect hits Eliwen the slimy ooze for 39 fire damage.
Fire drake's devouring flames area effect hits Voryratira the slimy ooze for 36 fire damage.
Fire drake's devouring flames area effect hits Ritch flamespitter for (4 to ice), 5 fire (5 total damage).
Ritch flamespitter is free from the ice.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
The corpselight implodes!
Corpselight hits Fire drake for 573 cold damage.
Corpselight hits Ritch flamespitter for 573 cold damage.
Ritch flamespitter hits Necro for 296 fire damage.
Necro the level 44 lich necromancer was toasted to death by a ritch flamespitter on level 2 of Sludgenest.