













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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 Roguelike |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 37 / 81% |
Size | medium |
Lifes / Deaths | Killed by gort at level 26 on the 65th Regrowth 123rd year of Ascendancy at 13:05 / 5Killed by Grand Corruptor at level 28 on the 15th Pyre 123rd year of Ascendancy at 05:55 Killed by Veletta the skeleton magus at level 31 on the 45th Pyre 123rd year of Ascendancy at 18:46 Killed by orc necromancer at level 37 on the 4th Mirth 123rd year of Ascendancy at 01:38 Killed by Glacial Legion at level 37 on the 4th Mirth 123rd year of Ascendancy at 01:40 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 33 (base 30) |
Magic | 102 (base 60) |
Willpower | 75 (base 13) |
Cunning | 99 (base 60) |
Resources
Life | -627/769 |
Mana | 778/788 |
Soul | 17/17 |
Healing Factor | 1.2289294477289 |
Regeneration | 10.138667943763 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 44.698633710524 |
See Invisible | 44.698633710524 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 42 |
Accuracy | 9 |
Crit Chance | 46% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 65% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
Acid | +19% |
Light | +3% |
Darkness | +37% |
Blight | +9% |
Arcane | +18% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Acid | +10% |
Light | +10% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 36 (35.65183292883%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 63 |
Mental Save | 65 |
Defense: Resistances
Physical | + 5%( 70%) |
Acid | + 9%( 70%) |
Nature | + 12%( 70%) |
Lightning | + 25%( 70%) |
Darkness | + 28%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 25%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 34% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 35% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 495 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: 15 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 128 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 51 up to 7 times. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Undead / Lich | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Elamira the brown bear. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by cold drake hatchling. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by ritch flamespitter. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by 3-headed hydra. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Isuma the ghoul. Escort: temporal explorer (level 4 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 644. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed bloated horror heart. * You've found the needed vampire lord fang. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. * You've found the needed hummerhorn wing. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +11 (+3 eff.) Fatigue: -5% Damage when hit (Melee): 8 mind Changes stats: +3 Wil / +9 Mag Changes resistances penetration: +15% mind Changes damage: +10% acid / +6% mind / +9% blight Maximum encumbrance: +50 Physical save: +13 (+4 eff.) Disease immunity: +50% Maximum hate: +4.00 Spellpower: +9 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+4 eff.) Defense: +7 (+2 eff.) Changes stats: +4 Cun / +6 Wil Changes resistances penetration: +10% light Critical mult.: +13.00% Physical save: +15 (+5 eff.) Spell save: +12 (+3 eff.) Mental save: +13 (+4 eff.) Maximum life: +50.00 Maximum psi: +20.00 Mindpower: +15 (+3 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Changes stats: +2 Mag Changes resistances: +2% physical Changes damage: +13% arcane Spell save: +16 (+4 eff.) Life regen: +4.00 Mana each turn: +0.11 Only die when reaching: -20.00 life Maximum mana: +59.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% acid Changes damage: +12% darkness Light radius: +3 Infravision radius: +3 It can be used to create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Str / +1 Mag / +14 Wil / +12 Cun Changes resistances: +3% lightning Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+3 eff.) Mindpower: +17 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +5% arcane Mental save: +3 (+1 eff.) Poison immunity: +20% Disarm immunity: +35% Confusion immunity: +20% Pinning immunity: +34% Knockback immunity: +38% Teleport immunity: +20% Life regen: +4.00 Maximum life: +118.00 Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 21 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +5 Wil Changes resistances penetration: +10% lightning Changes damage: +25% darkness / +3% light Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +52.00 Spellpower: +18 (+5 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 acid / 5 cold / 5 fire / 7 arcane / 5 lightning Changes stats: +7 Mag / +7 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Spellpower: +6 (+2 eff.) When used to modify unarmed attacks: Power: 123% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 ice / +4 acid / +7 fire / +6 arcane / +12 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +15 (+5 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to reduce armor by 40% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +7 Cun Changes resistances: +20% lightning / +6% darkness Changes resistances penetration: +10% acid Changes damage: +9% acid Mental save: +14 (+4 eff.) Maximum life: +36.00 A suit of armour made of leather. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Damage when hit (Melee): 6 mind Changes stats: +3 Cun Physical save: +15 (+5 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +30.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% nature / +3% cold Changes damage: +12% fire Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life Maximum life: +60.00 Light radius: +1 Amulets make your neck look great! |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +3 Changes resistances: +3% all Life regen: +7.00 Maximum life: +60.00 Healing mod.: +12% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +4 Con Changes damage: +8% all Spell save: +14 (+4 eff.) Maximum stamina: +29.00 Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+10 eff.) Armour penetration: +11 Defense: +17 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 132% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 30 Damage (Melee): 23 fire Maximum wards: +3 darkness Changes resistances penetration: +5% blight / +30% light Changes damage: +27% darkness / +3% blight Talents granted: +3 Ward +1 Command Staff Critical mult.: +30.00% Spellpower: +22 (+6 eff.) Spell crit. chance: +4% Light radius: +3 See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% temporal Changes resistances penetration: +15% acid Changes damage: +15% acid / +3% temporal / +15% darkness / +15% blight / +15% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +11 (+3 eff.) Spell crit. chance: +14% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Changes stats: +2 Cun Changes resistances penetration: +10% mind Changes damage: +20% blight / +20% cold / +20% darkness / +20% acid Talent granted: +1 Command Staff Critical mult.: +14.00% Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +22 (+6 eff.) Spell crit. chance: +10% Mindpower: +20 (+5 eff.) It can be used to conjure elemental energy in a radius 6 cone, dealing 39.63 to 47.56 darkness damage Activation puts all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +8 Wil Changes resistances: +9% light / +8% darkness Spell save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Maximum life: +60.00 Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +1 Changes stats: +1 Str / +1 Dex Changes resistances: +6% lightning / +5% temporal / +4% physical Changes resistances penetration: +10% lightning Only die when reaching: -60.00 life A pair of boots made of leather. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 40% Changes stats: +3 Mag / +3 Cun / +5 Con Changes resistances: +9% lightning / +8% temporal Changes damage: +15% acid / +6% fire A cap made of leather. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 64 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 4 blight Changes resistances: +3% blight Changes resistances penetration: +15% blight Maximum life: +41.00 Light radius: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 152% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 237/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By gort the Lich Necromancer level 33
48th Pyre 123rd year of Ascendancy at 18:50 see stats
By gort the Lich Necromancer level 33
47th Pyre 123rd year of Ascendancy at 00:47 see stats
By gort the Lich Necromancer level 37
78th Pyre 123rd year of Ascendancy at 14:21 see stats
By gort the Shalore Necromancer level 7
2nd Summertide 122nd year of Ascendancy at 03:28 see stats
By gort the Lich Necromancer level 36
75th Pyre 123rd year of Ascendancy at 23:36 see stats
By gort the Lich Necromancer level 36
75th Pyre 123rd year of Ascendancy at 18:48 see stats
By gort the Shalore Necromancer level 22
35th Haze 122nd year of Ascendancy at 16:58 see stats
By gort the Lich Necromancer level 34
58th Pyre 123rd year of Ascendancy at 09:49 see stats
By gort the Lich Necromancer level 29
18th Pyre 123rd year of Ascendancy at 14:08 see stats
By gort the Shalore Necromancer level 25
52nd Regrowth 123rd year of Ascendancy at 13:48 see stats
By gort the Shalore Necromancer level 10
10th Flare 122nd year of Ascendancy at 03:34 see stats
By gort the Shalore Necromancer level 20
13rd Haze 122nd year of Ascendancy at 03:21 see stats
By gort the Lich Necromancer level 30
19th Pyre 123rd year of Ascendancy at 07:59 see stats
By gort the Lich Necromancer level 26
65th Regrowth 123rd year of Ascendancy at 13:05 see stats
By gort the Shalore Necromancer level 23
7th Allure 123rd year of Ascendancy at 21:22 see stats
By gort the Lich Necromancer level 30
20th Pyre 123rd year of Ascendancy at 14:31 see stats
By gort the Lich Necromancer level 37
76th Pyre 123rd year of Ascendancy at 02:32 see stats
By gort the Shalore Necromancer level 11
7th Dusk 122nd year of Ascendancy at 11:55 see stats
By gort the Shalore Necromancer level 6
1st Mirth 122nd year of Ascendancy at 14:33 see stats
By gort the Shalore Necromancer level 11
3rd Dusk 122nd year of Ascendancy at 06:08 see stats
By gort the Shalore Necromancer level 25
36th Regrowth 123rd year of Ascendancy at 06:00 see stats
By gort the Shalore Necromancer level 16
31st Dusk 122nd year of Ascendancy at 13:22 see stats
By gort the Lich Necromancer level 32
46th Pyre 123rd year of Ascendancy at 11:05 see stats
Log
Zuberavea the orc blood mage's defensive darkness area effect hits Mirror Image for 71 darkness damage.
Zuberavea the orc blood mage's defensive darkness area effect hits gort for 81 darkness damage.
Zuberavea the orc blood mage's defensive darkness area effect hits Orc corruptor for (83 to bones), 0 darkness (0 total damage).
Zuberavea the orc blood mage's defensive darkness area effect hits Lord of Skulls (warrior) for 80 darkness damage.
Zuberavea the orc blood mage's defensive darkness area effect hits Mirror Image for 71 darkness damage.
Zuberavea the orc blood mage's defensive darkness area effect hits Glacial Legion for 72 darkness damage.
Zuberavea the orc blood mage's defensive darkness area effect hits Mirror Image for 71 darkness damage.
Zuberavea the orc blood mage's defensive darkness area effect hits Armoured skeleton warrior for 87 darkness damage.
Zuberavea the orc blood mage's prismatic repulsion area effect hits Mirror Image for 21 light, 18 darkness (39 total damage).
Zuberavea the orc blood mage's prismatic repulsion area effect hits gort for 22 light, 21 darkness (43 total damage).
Zuberavea the orc blood mage's prismatic repulsion area effect hits Orc corruptor for 21 light, 21 darkness, 21 light, 21 darkness (84 total damage).
Zuberavea the orc blood mage's prismatic repulsion area effect hits Lord of Skulls (warrior) for 22 light, 20 darkness (42 total damage).
Zuberavea the orc blood mage's prismatic repulsion area effect hits Mirror Image for 21 light, 18 darkness (39 total damage).
Zuberavea the orc blood mage's prismatic repulsion area effect hits Glacial Legion for 20 light, 18 darkness (39 total damage).
Zuberavea the orc blood mage's prismatic repulsion area effect hits Mirror Image for 19 light, 18 darkness (37 total damage).
Zuberavea the orc blood mage's prismatic repulsion area effect hits Armoured skeleton warrior for 22 light, 22 darkness (44 total damage).
Glacial Legion's icy vapors hits Lord of Skulls (warrior) for 168 cold damage.
Glacial Legion's icy vapors hits gort for 149 cold damage.
Glacial Legion's icy vapors hits Zuberavea the orc blood mage for 128 cold damage.
Glacial Legion's icy vapors hits Mirror Image for 143 cold damage.
Glacial Legion's icy vapors hits Mirror Image for 143 cold damage.
Glacial Legion's icy vapors hits Mirror Image for 109 cold damage.
Orc corruptor's blight area effect hits Mirror Image for 93 blight damage.
Orc corruptor's blight area effect hits Zuberavea the orc blood mage for 64 blight damage.
Orc corruptor's blight area effect hits Armoured skeleton warrior for 105 blight damage.
Orc corruptor's blight area effect hits Glacial Legion for 105 blight damage.
Orc corruptor's blight area effect hits Mirror Image for (37 to ice), 56 blight (56 total damage).
Orc corruptor's blight area effect hits Mirror Image for 93 blight damage.
Orc necromancer's desolate waste area effect hits gort for 27 cold damage.
gort the level 37 lich necromancer was chilled to death by Glacial Legion on level 1 of Rak'shor Pride.