









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.7.6Donators/Buyers bonus! 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. Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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 FlexSpec Respec Limitation Relaxer 1.5.5Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 22 / 80% |
| Size | big |
| Lifes / Deaths | Killed by worm that walks at level 22 on the 61st Dusk 122nd year of Ascendancy at 22:24 / 1 |
Primary Stats
| Strength | 16 (base 5) |
| Dexterity | 15 (base 4) |
| Constitution | 53 (base 50) |
| Magic | 55 (base 51) |
| Willpower | 17 (base 13) |
| Cunning | 26 (base 12) |
Resources
| Life | -426/383 |
| Mana | 210/282 |
| Soul | 9/14 |
| Healing Factor | 1.46457841929 |
| Regeneration | 0.36614460482251 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 3 |
| Infravision | 5 |
| See Invisible | 2 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 27 |
| Crit Chance | 8% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Nature | +6% |
| Darkness | +13% |
| Blight | +10% |
| Cold | +10% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Mind | +5% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 29 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 4 |
| Physical Save | 25 |
| Spell Save | 33 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 38%( 70%) |
| Cold | + 57%( 70%) |
| All | + 34%( 70%) |
| Darkness | + 40%( 70%) |
| Light | + 46%( 70%) |
| Mind | + 42%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 40% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 38% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (98 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 37 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. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.50 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 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 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. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+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 have explored the Old Forest and vanquished Shardskin. * 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 |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 vial of squid ink. * You've found the needed pouch of luminous horror dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Radhuntir the Ravensmash (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex dps ---------- Dmg.mod +3% darkness Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +1 Resists +6% light +6% mind +3% darkness Stealth +6 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +44.00 Heal.mod +12% ---------- 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 | Amohor (0 def, 3 armour) =WAT=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +6% light +6% cold Spell.save +9 (+4 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | yew wand of shielding 'Growthstreak' [power 272] (7/20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature Res.pen +15% physical Apr +6 On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +3% nature Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Gunyntir0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Str +5 Dex +5 Cun dps ---------- Acc +7 (+4 eff.) Melee Ret 4 mind ----- def ----- Armour +6 Resists +3% acid +6% fire Mind.save +7 (+4 eff.) Confus- +20% Rings make your fingers look great! |
| On fingers | warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| Around waist | rough leather belt 'Tidesweep'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +4 Resists +3% blight +3% cold +6% mind Crit.chn- 5.00% Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 6 out of 1/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 138.15 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (276). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | Baletotir the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +3 Mag +3 Wil +9 Cun dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% light +7% darkness Mind.save +6 (+3 eff.) ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 65.27 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| 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 (+7 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 | thick kruk cloak of the hunter (0 def, 5 armour)2.0 T1 cloak armor [Cosmetic Item] Nature/Master While equipped: dps ---------- Acc +16 (+8 eff.) ----- def ----- Armour +5 Fatigue -4% Resists +11% cold Max.HP +40.00 ---------- misc Max.stam +11.00 A stylish kruk-style cloak, to look awesome. |
| Around neck | copper amulet 'Radhirek'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +3 Con ----- def ----- Heal.mod +5% Poison- +10% Cut- +10% Silence- +20% ---------- misc Infravis +2 Amulets make your neck look great! |
Inventory
regeneration infusion of the wizard (heal 283; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 283 life over 5 turns. 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. Press to compare to your current inscriptions Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 89; 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 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 89 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. 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 Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 312; dur 4; 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 create a protective shield absorbing at most 312 damage for 4 turns. 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. |
copper amulet 'Searswift'0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Resists +10% nature +11% blight Poison- +22% Disease- +21% ---------- misc Light +2 Amulets make your neck look great! |
restful steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Chyhad0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% darkness +6% temporal +6% light +4% physical ----- def ----- Resists +9% blight +6% cold Mind.save +9 (+5 eff.) HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
copper ring 'Infernotouch'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +10% lightning +3% fire Res.pen +15% fire Melee Ret 2 mind ----- def ----- Resists +20% lightning Rings make your fingers look great! |
copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
elm vilestaff (10-12 power, 2 apr, darkness 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% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff of fate (15-18 power, 3 apr, physical element)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% Spell.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +15% physical ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blindschism (34-51 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 34.0 - 51.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +8 mind While equipped: Stats +1 Cun +3 Str dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Resists +15% darkness ---------- misc Light +2 Massive two-handed battleaxes. |
arcing dwarven-steel battleaxe of daylight (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 light Against +14% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Massive two-handed battleaxes. |
quick dwarven-steel battleaxe of enduring (30-46 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego++] Nature/Master Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Dex +7 Wil +7 Con dps ---------- Phys.spd +10% Acc +13 (+7 eff.) ----- def ----- Max.HP +27.00 Massive two-handed battleaxes. |
Isoth the dwarven-steel longsword (32-45 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +1 Con dps ---------- Phys.crit +2.0% Crit.mult +20.00% Res.pen +20% physical Apr +5 Sharp, long, and deadly. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Dex 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Bloomflash the steel mace (14-19 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Disrupt Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 41% While equipped: Stats +2 Mag +10 Con dps ---------- Res.pen +25% nature ----- def ----- Resists +6% fire Crit.chn- 15.00% Blunt and deadly. |
Bethildann the Sootbone (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Psionic Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 arcane +20 darkness On Hit: * 20% chance to reduce damage dealt by 14% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +9% arcane +6% mind One-handed war axes. |
Winterminister (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 mind On Hit: * 20% chance to reduce all saves and defense by 16 While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 acid Dmg.mod +8% acid +9% lightning Res.pen +10% acid +5% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Resists +10% acid +12% cold HP.reg +3.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Salovea the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +3% blight Mind.save +6 (+3 eff.) Max.HP +20.00 HP.reg +4.00 Pinning- +10% ---------- misc Equi/ret +0.04 Hate/m.crit +3.00 Max.psi +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Gloomkin' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) Dmg.mod +9% arcane Res.pen +20% arcane ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +3% darkness +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
steady rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +21% 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. |
Beobers the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +15% blight ----- def ----- Defense +1 (+1 eff.) Resists +3% light +6% mind Die.at -60.00 life ---------- misc Equi/ret +1.00 Psi/ret +1.00 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+2 eff.) A pointy cloth hat, very wizardly... |
Ce'Nylenne the Earthbreacher (0 def, 16 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% nature ----- def ----- Armour +16 Fatigue +4% Resists +6% temporal HP.reg +4.00 Silence- +20% Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 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. |
9 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. |
9 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. |
8 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. |
7 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 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. |
Crystal Focus0.0 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. |
265 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. |
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. |
alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns)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. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
iron torque of clear mind 'Ce'Netira' [power 1] (7/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Resists +3% acid ---------- misc Max.vim +20.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Phlegmweeper the elm totem of summon tentacle [power 95] (7/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +6% lightning +5% arcane +3% nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 97 Armor: 4 All Resist: 3 Puts all charms on 25 cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Asrian the Higher Necromancer level 13
2nd Dusk 122nd year of Ascendancy at 21:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Asrian the Higher Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 01:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Asrian the Higher Necromancer level 20
28th Dusk 122nd year of Ascendancy at 23:34 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Asrian the Higher Necromancer level 13
2nd Dusk 122nd year of Ascendancy at 21:32 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Asrian the Higher Necromancer level 8
5th Mirth 122nd year of Ascendancy at 13:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Asrian the Higher Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 01:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Asrian the Higher Necromancer level 9
10th Mirth 122nd year of Ascendancy at 11:06 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Asrian the Higher Necromancer level 22
61st Dusk 122nd year of Ascendancy at 00:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Asrian the Higher Necromancer level 15
12nd Dusk 122nd year of Ascendancy at 18:03 see stats
Log
Asrian hits Worm that walks for 57 cold, 65 darkness (123 total damage).
Asrian hits Luminous horror for (12 absorbed), 36 cold, 72 darkness (108 total damage).
Asrian casts Rune: Shatter Afflictions.
A carrion worm mass bursts out of Asrian!
Asrian is free from the worm rot.
A shield forms around Asrian.
Worm that walks hits Asrian for 79 blight damage.
Asrian casts Call of the Crypt.
You collect a new ingredient: pouch of luminous horror dust (1).
Dark Whispers from Fearful symmetry hits Armoured skeleton warrior for 7 darkness damage.
Armoured skeleton warrior hits Luminous horror for 90 physical damage.
Armoured skeleton warrior killed Luminous horror!
A carrion worm mass has spawned from worm that walks' wounds!
Worm that walks casts Acid Strike.
Your shield crumbles under the damage!
The shield around Asrian crumbles.
Luminous horror stops bleeding ice.
Bleeding from Asrian hits Luminous horror for 22 physical damage.
Frost Cut from Asrian hits Luminous horror for 15 cold damage.
Melee retaliation hits Worm that walks for 2 mind, 9 cold, 2 mind, 9 cold, 2 mind, 9 cold, 2 mind, 9 cold (42 total damage).
Frost Cut from Asrian hits Worm that walks for 21 cold damage.
Worm that walks hits Asrian for (34 absorbed), 0 acid, (3 absorbed), 12 blight, 21 acid, 16 blight, 74 acid, 18 blight, 16 blight, 11 blight, 17 blight (185 total damage).
Worm that walks hits Lord of Skulls (mage) for 131 acid damage.
Lava floor hits Worm that walks for 106 fire damage.
Ruin hits Worm that walks for 5 healing, 7 healing, 7 healing, 7 healing (0 total damage) [27 healing].
Epidemic from Worm that walks hits Asrian for 37 blight damage.
Asrian the level 22 higher necromancer was fouled to death by a worm that walks on level 3 of Lake of Nur.
Lord of Skulls (mage) shatters!
A carrion worm mass bursts out of Skeleton mage!
Skeleton mage is free from the worm rot.









































































































