









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | 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. 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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 Improved player targetting 1.2.0Player's targetting improvements. Items Vault 1.7.0Donators/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:
ZOmnibus Addon Pack 1.7.4Combines 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 1.7.4Official 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 Semi-Roguelike (mild) |
Sex | Female |
Race | Higher |
Class | Necromancer |
Level / Exp | 21 / 58% |
Size | medium |
Lifes / Deaths | Killed by fire drake at level 21 on the 58th Dusk 122nd year of Ascendancy at 14:06 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 10 (base 10) |
Magic | 65 (base 50) |
Willpower | 22 (base 13) |
Cunning | 53 (base 39) |
Resources
Life | -232/229 |
Mana | 203/300 |
Soul | 10/12 |
Healing Factor | 1.1500003099961 |
Regeneration | 4.8875013174834 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 4 |
See Invisible | 5 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 24 |
Accuracy | 21 |
Crit Chance | 15% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Mind | +6% |
Arcane | +9% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Cold | +8% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 18 (51.69962066283%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 45 |
Mental Save | 43 |
Defense: Resistances
Acid | + 24%( 73%) |
Arcane | + 41%( 73%) |
Cold | + 36%( 73%) |
All | + 19%( 73%) |
Lightning | + 43%( 73%) |
Light | + 21%( 73%) |
Temporal | + 24%( 73%) |
Physical | + 19%( 73%) |
Darkness | + 31%( 73%) |
Defense: Immunities
Teleport Resistance | 10% |
Disarm Resistance | 44% |
Bleed Resistance | 20% |
Silence Resistance | 20% |
Stun Resistance | 100% |
Pinning Resistance | 19% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 425 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 83 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Spell / Glacial waste | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Grave | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Death | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Apr +3 Melee Ret 4 mind ----- def ----- Armour +10 Defense +30 (+9 eff.) ---------- misc Infravis +1 A pair of boots made of leather. |
Light source | ![]() 1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +6% mind ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness +1% physical Mind.save +6 (+2 eff.) Silence- +20% Stun/Frz- +10% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% light Spell.save +3 (+1 eff.) Mind.save +15 (+5 eff.) Pinning- +20% Stun/Frz- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +2 Mag dps ---------- Res.pen +15% temporal Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +8 (+2 eff.) Spell.save +4 (+1 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +8 Cun ----- def ----- Defense +10 (+3 eff.) Resists +6% lightning +6% temporal +5% arcane Cut- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Ego+] Arcane 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: dps ---------- Spell.crit +5% Crit.mult +19.00% Spell.pwr +10 (+2 eff.) Melee+ 15 fire Dmg.mod +15% darkness ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 6 arcane Dmg.mod +3% arcane Acc +14 (+7 eff.) ----- def ----- Armour +4 Resists +6% acid +6% cold +5% arcane Phys.save +12 (+6 eff.) Mind.save +12 (+4 eff.) Heal.mod +15% Disarm- +44% 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 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc 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 On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +5 (+3 eff.) ----- def ----- Defense +11 (+3 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+2 eff.) Max.HP +20.00 Teleport- +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] Nature/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +24% lightning Res.Cap +3% all Phys.save +9 (+4 eff.) Stun/Frz- +53% ---------- misc Infravis +2 Amulets make your neck look great! |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 81 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 732% for 10 turns (256 total) and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1074% for 10 turns (375 total) and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1084% for 10 turns (379 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 81 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.18 Max.mana +22.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Mind.save +11 (+4 eff.) Confus- +10% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Dex ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 5.0 T3 staff 2H weapon [Rare] Nature 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: Stats +4 Mag +2 Wil +4 Con dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% fire ----- def ----- Defense +21 (+6 eff.) Crit.chn- 15.00% ---------- misc Max.P.En +10.00 Max.N.En +10.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 120.15 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. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% acid Acc +7 (+3 eff.) ----- def ----- Defense +13 (+4 eff.) Resists +9% light Heal.mod +10% Disarm- +25% Blunt and deadly. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +3 Cun dps ---------- Phys.crit +2.0% Res.pen +5% physical Acc +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +4 Dex +5 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +22% physical +13% cold Res.pen +25% darkness +10% lightning Acc +10 (+5 eff.) ----- def ----- Armour +4 Resists +7% lightning +6% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +6 Wil ----- def ----- Resists +11% all ---------- misc Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex +2 Wil dps ---------- Phys.crit +4.0% Phys.pwr +6 (+5 eff.) Acc +10 (+5 eff.) ----- def ----- Spell.save +9 (+3 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Wil +2 Cun +2 Con dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Crit.chn- 10.00% ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +6% arcane +6% darkness Res.pen +5% arcane Melee Ret 4 darkness 4 temporal ----- def ----- Armour +1 Resists +3% temporal Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +11 Lck +5 Dex ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +3% nature +15% darkness Spell.save +12 (+4 eff.) Stealth +7 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Con dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Resists +9% blight +9% fire +6% darkness +12% cold Phys.save +15 (+7 eff.) Mind.save +13 (+5 eff.) A pair of boots made of leather. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag ----- def ----- Defense +2 (+0 eff.) Resists +4% lightning +4% temporal +5% light +3% fire +3% nature +4% acid +5% blight +3% cold +4% darkness Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: ----- def ----- Defense +21 (+6 eff.) Resists +3% nature +3% darkness Die.at -20.00 life ---------- misc Hate/m.crit +2.00 Infravis +4 See.Stealth +6 See.Invis +7 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 55% and attempts to push all creatures other than yourself out of its radius, inflicting 11.15 light damage and 13.94 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +1 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +4 Fatigue +4% Resists +10% lightning +7% temporal +6% mind Crit.chn- 15.00% Phys.save +3 (+1 eff.) Mind.save +6 (+2 eff.) Poison- +20% 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 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 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: 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +7 Mag +4 Con dps ---------- Res.pen +14% physical ----- def ----- Resists +6% light ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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. |
Achievements
By Blood Raven the Higher Necromancer level 11
1st Dusk 122nd year of Ascendancy at 06:02 see stats
By Blood Raven the Higher Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 06:58 see stats
By Blood Raven the Higher Necromancer level 20
56th Dusk 122nd year of Ascendancy at 20:06 see stats
By Blood Raven the Higher Necromancer level 2
75th Pyre 122nd year of Ascendancy at 20:41 see stats
By Blood Raven the Higher Necromancer level 11
3rd Mirth 122nd year of Ascendancy at 23:43 see stats
By Blood Raven the Higher Necromancer level 11
5th Mirth 122nd year of Ascendancy at 11:25 see stats
By Blood Raven the Higher Necromancer level 17
33rd Dusk 122nd year of Ascendancy at 20:46 see stats
Log
Blood Raven casts Invoke Darkness.
Erupting Shadows hits Xerayarin the sand-drake for (36 blocked), 0 darkness (0 total damage).
Blood Raven hits Xerayarin the sand-drake for (192 blocked), 64 darkness (65 total damage).
Xerayarin the sand-drake's adrenaline surge has come to an end.
Xerayarin the sand-drake is freed from the rigor mortis.
Bane of Confusion from Blood Raven hits Xerayarin the sand-drake for (40 blocked), 0 darkness (0 total damage).
Talent Born into Magic is ready to use.
Xerayarin the sand-drake uses Knockback.
Blood Raven unleashes a blast of frostdusk as she crosses the veil!
Darkness pulsates around Blood Raven!
You collect a new ingredient: sandworm tooth (1).
You collect a new ingredient: sandworm tooth (1).
Xerayarin the sand-drake hits Blood Raven for 162 physical damage.
Melee retaliation hits Xerayarin the sand-drake for 2 darkness, 9 cold, 2 mind (14 total damage).
Erupting Shadows hits Xerayarin the sand-drake for 30 darkness damage.
Blood Raven hits Xerayarin the sand-drake for 60 cold, 93 cold, 79 darkness (234 total damage).
Blood Raven killed Xerayarin the sand-drake!
Blood Raven unleashes a blast of frostdusk as she crosses the veil!
Blood Raven has regained its confidence.
The unstable sand tunnel collapses!
Talent Born into Magic is ready to use.
Ghoul wanders around!
Something hits Blood Raven for 269 physical damage.
Something hits Ghoul for (172 resilience), 163 physical (164 total damage).
Blood Raven the level 21 higher necromancer was mutilated to death by a fire drake on level 4 of Sandworm lair.