








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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 1.7.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/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:
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 Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 20 / 15% |
| Size | small |
| Lifes / Deaths | Killed by Ivora the mountain troll at level 11 on the 5th Flare 122nd year of Ascendancy at 13:07 0 / 6Killed by corrupted thief at level 18 on the 41st Haze 122nd year of Ascendancy at 00:29 Killed by Ivaselle the brown bear at level 19 on the 50th Haze 122nd year of Ascendancy at 21:51 Killed by Ivaselle the brown bear at level 19 on the 51st Haze 122nd year of Ascendancy at 00:33 Killed by Gluth the black bear at level 20 on the 51st Haze 122nd year of Ascendancy at 18:14 Killed by giant acid ant at level 20 on the 51st Haze 122nd year of Ascendancy at 19:55 |
Primary Stats
| Strength | 16 (base 15) |
| Dexterity | 12 (base 10) |
| Constitution | 15 (base 20) |
| Magic | 58 (base 46) |
| Willpower | 25 (base 13) |
| Cunning | 26 (base 19) |
Resources
| Life | -158/332 |
| Mana | 298/328 |
| Positive | 107/107 |
| Soul | 11/12 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 3.3996011463109 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 24.602579952692 |
| See Invisible | 24.602579952692 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 6 |
| Crit Chance | 8% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +14% |
| Acid | +3% |
| Lightning | +3% |
| Darkness | +27% |
| Cold | +10% |
| Arcane | +6% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Cold | +23% |
| Arcane | +10% |
| Fire | +20% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Nature | + 49%( 70%) |
| Cold | + 34%( 70%) |
| Fire | + 33%( 70%) |
| All | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Confusion Resistance | 100% |
| Teleport Resistance | 10% |
| Blind Resistance | 20% |
| Silence Resistance | 50% |
| Disarm Resistance | 22% |
| Pinning Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 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. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -450 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1115 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.60 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
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 green worm. * You've found the needed xorn fragment. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | Ulfusin the Shiverpanic (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +5 (+3 eff.) Res.pen +15% cold Apr +5 ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
| Light source | Lisutira2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Phys.save +6 (+3 eff.) Max.HP +45.00 Blind- +20% Confus- +20% Knockbk- +10% ---------- 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 | Betuldatta the Groworacle (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Str +4 Mag dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +3% arcane +3% nature Melee Ret 2 arcane ----- def ----- Defense +1 (+1 eff.) Resists +6% nature ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
| Tool | elm wand of shielding 'Eilineleba' [power 116] (3/17 cooldown) =1 cun=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Mind.crit +1% Crit.mult +20.00% ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +20.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Armulach the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature +3% arcane Res.pen +10% arcane Melee Ret 2 arcane ----- def ----- Resists +22% nature HP.reg +3.00 Stun/Frz- +44% Rings make your fingers look great! |
| On fingers | Yvulaith the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +2% Phys.pwr +20 (+10 eff.) Apr +4 ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +22% ---------- misc Max.hate +4.00 Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +8 Mag +3 Wil dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.12 Max.mana +20.00 A belt that goes around your waist. |
| In main hand | Getoblek the Blastoozer (18-22 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 18.0 - 21.6 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 +11% Crit.mult +10.00% Spell.pwr +9 (+3 eff.) Dmg.mod +3% lightning +18% darkness Res.pen +10% lightning Melee Ret 4 nature ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 34.03 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+8 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 | Scabraven (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% nature Crit.chn- 5.00% Max.HP +114.00 Pinning- +10% 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 | Drisus the Smolderquell0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness +20% fire ----- def ----- Resists +3% fire Amulets make your neck look great! |
Inventory
heroism infusion of the wizard (die at -344; dur 5; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -344 life. The duration and life will increase by 1% for every 1% life you have lost (currently 851 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
wild infusion (res 16%; physical; dur 4; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 27%; physical; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 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. |
manasurge rune of the sneak (regen 903% over 10 turns; mana 45; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 903% for 10 turns (337 total) and instantly restoring 45 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. |
shatter afflictions rune of the psychic (absorb 49; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 49 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 46; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 46 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. |
shielding rune of the psychic (absorb 181; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 181 damage for 4 turns. 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. |
shielding rune of the sneak (absorb 192; dur 5; cd 14)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 192 damage for 5 turns. 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Isyyann0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +2 Str dps ---------- Melee+ 7 physical Ranged+ 5 physical Dmg.mod +10% blight +3% arcane Melee Ret 2 mind On Hit (Melee): * 22% chance to reduce all saves and defense by 17 On Hit (Ranged): * 11% chance to reduce all saves and defense by 17 ----- def ----- Armour +4 Resists +10% blight +6% mind ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
steel agate ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Str +1 Dex +1 Mag +1 Wil +1 Cun +7 Con dps ---------- Phys.pwr +6 (+3 eff.) Rings make your fingers look great! |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm bonestaff of fate (14-17 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 14.0 - 16.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +14% darkness ----- def ----- Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blindquench the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness +5% arcane ----- def ----- Resists +6% light +8% darkness +6% nature A belt that goes around your waist. |
Galesmash =ligt res=1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +15% lightning Melee Ret 6 light ----- def ----- Resists +8% lightning +6% temporal A belt that goes around your waist. |
blurring rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Defense +8 (+6 eff.) Mind.save +5 (+2 eff.) Stealth +6 A belt that goes around your waist. |
Iceprophet (1 def, 0 armour) =2 cun=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +15% fire +6% cold ----- def ----- Defense +1 (+1 eff.) Resists +18% cold +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of the mind (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Winterquill (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +4% mind +15% cold Melee Ret 10 cold On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Islowen the Winterrock (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% mind +6% cold Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Defense +1 (+1 eff.) Resists +6% cold Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Zubassra the Gloomwolf (1 def, 0 armour) =15 dark pen=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +23% fire Res.pen +15% darkness +5% acid Melee Ret 2 fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% acid Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
miner's rough leather cap of the depths (0 def, 2 armour) =water breath=2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Fatigue +1% Resists +5% cold ---------- misc Infravis +2 Breathe water A cap made of leather. |
6 agate0.0 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. |
139 alchemist agate0.0 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. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Cyrurivea the Ravenbrand =3 con=2.0 T1 lite [Rare] Nature While equipped: Stats +4 Mag +1 Wil +3 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Phys.save +8 (+4 eff.) Heal.mod +11% ---------- 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. |
Lustresaw the brass lantern = 3 str=2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +15% light ----- def ----- Max.HP +41.00 ---------- misc Psi/ret +0.12 Max.psi +10.00 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. |
Starbile2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 4 light ----- def ----- Resists +3% blight Max.HP +43.00 ---------- 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. |
Vilekiller the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +10 (+7 eff.) Resists +6% nature Die.at -40.00 life Max.HP +20.00 Teleport- +20% ---------- misc Light +6 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 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 6 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Transmogrification Chest2.0 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. |
extending iron torque of mindblast [power 110] (3/13 cooldown) =silen=2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Hathodulathanik [power 116] (3/13 cooldown) =2 cun=2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Str +3 Dex +2 Cun ----- def ----- Mind.save +9 (+4 eff.) ---------- misc See.Invis +3 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to heal for 37. Natural totems are made by powerful wilders to store nature power. |
extending yew totem of summon tentacle [power 220] (3/22 cooldown) =tenc friend=2.0 T3 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 531 Base Damage: 234 Armor: 7 All Resist: 2 Puts all charms on 22 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of healing [power 116] (3/13 cooldown) =heal=2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Xanadhesetira [power 170] (3/17 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage by 13% for 2 turns. 100% to increase all damage penetration by 12% for 2 turns. 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine0.0 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. |
4 citrine0.0 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. |
3 zircon0.0 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By arar the Yeek Necromancer level 13
50th Dusk 122nd year of Ascendancy at 01:20 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By arar the Yeek Necromancer level 10
3rd Flare 122nd year of Ascendancy at 18:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By arar the Yeek Necromancer level 20
51st Haze 122nd year of Ascendancy at 08:47 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By arar the Yeek Necromancer level 18
33rd Haze 122nd year of Ascendancy at 15:54 see stats
Take you with me (Insane (Adventure) difficulty)
Killed a boss while already dead.By arar the Yeek Necromancer level 19
51st Haze 122nd year of Ascendancy at 00:33 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By arar the Yeek Necromancer level 1
79th Pyre 122nd year of Ascendancy at 10:15 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By arar the Yeek Necromancer level 13
7th Dusk 122nd year of Ascendancy at 08:32 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By arar the Yeek Necromancer level 18
36th Haze 122nd year of Ascendancy at 08:34 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By arar the Yeek Necromancer level 18
40th Haze 122nd year of Ascendancy at 22:47 see stats
Log
Gluth the black bear uses Willful Strike.
Arar was smashed!
Gluth the black bear hits arar for 137 physical, 19 physical (156 total damage).
Gluth the black bear slows down.
Arar casts Ghost Walk.
Arar's form becomes intangible!
Arar uses Dominant Will.
Gluth the black bear's mind is dominated.
Arar picks up (w.): insulating pair of iron boots of tirelessness (0 def, 3 armour).
Gluth the black bear uses Creeping Darkness.
Gluth the black bear's mind surges with critical power!
Talent Black Ice is ready to use.
Talent Invoke Darkness is ready to use.
Large white snake misses Something.
Gluth the black bear's Beyond the Flesh hits Large white snake for 94 physical, 42 light (136 total damage).
Arar seems more solid.
Talent Consume Soul is ready to use.
Arar casts Consume Soul.
arar receives 354 healing.
Gluth the black bear is free from the domination.
Gluth the black bear receives 30 healing from Unnatural Body.
Black crystal casts Phase Door.
Giant acid ant spits acid!
Giant acid ant hits arar for 36 acid damage.
arar the level 20 yeek necromancer was scalded to death by a giant acid ant on level 5 of Scintillating Caves.









































































































