
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Steamtech UI 1.1.4 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Necromancer |
| Level / Exp | 21 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by The Possessed at level 11 on the 8th Mirth 122nd year of Ascendancy at 19:48 0 / 6Killed by alchemist golem at level 16 on the 55th Dusk 122nd year of Ascendancy at 10:11 Killed by Poltergeist Eye of Winter at level 21 on the 43rd Haze 122nd year of Ascendancy at 17:25 Killed by Poltergeist Eye of Winter at level 21 on the 43rd Haze 122nd year of Ascendancy at 17:55 Killed by Poltergeist Eye of Winter at level 21 on the 44th Haze 122nd year of Ascendancy at 18:23 Killed by Gloruba the skeleton warrior at level 21 on the 46th Haze 122nd year of Ascendancy at 02:07 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 22 (base 16) |
| Magic | 81 (base 50) |
| Willpower | 51 (base 35) |
| Cunning | 14 (base 11) |
Resources
| Life | -200/350 |
| Mana | 409/505 |
| Soul | 6/12 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 5.7876873455482 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 7 |
| Crit Chance | 5% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +11% |
| Mind | +17% |
| Cold | +24% |
Offense: Damage Penetration
| Darkness | +5% |
| Acid | +20% |
| Fire | +15% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 36 |
| Mental Save | 27 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Cold | + 24%( 70%) |
| Darkness | + 20%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 24%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 352 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 354.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| 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 (86 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
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 Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Magic 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: * 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 Wrathroot. * 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 Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. | 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! | active |
Equipment
| On feet | scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
| Light source | brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- 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 | Demonwilter the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +11% mind Res.pen +5% darkness Apr +3 ----- def ----- Defense +1 (+1 eff.) Resists +11% mind +1% physical Phys.save +6 (+3 eff.) Die.at -20.00 life A pointy cloth hat, very wizardly... |
| Tool | Darkarc [power 188] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +20% mind On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +6% darkness Mind.save +12 (+6 eff.) ---------- misc Psi/ret +0.12 Max.hate +4.00 Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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 | The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
| On fingers | steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around waist | noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | potent yew magestaff of greater warding (24-29 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +11 (+3 eff.) Dmg.mod +24% cold ----- def ----- Armour +8 Defense +8 (+5 eff.) ---------- misc Wards +3 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 75.25 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | silk robe 'Pyreshear' (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +7 Wil dps ---------- Spell.crit +8% Spell.pwr +19 (+5 eff.) Dmg.mod +11% blight Res.pen +20% acid +15% fire On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +11% blight +13% all ---------- misc Mana/turn +0.55 Psi/turn +0.18 Max.mana +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful steel amulet of magic (+2)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Inventory
manasurge rune of the wizard (regen 1476% over 10 turns; mana 74; 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 1476% for 10 turns (155 total) and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 81; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold 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.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
earthen ash starstaff of wizardry (15-18 power, 3 apr, darkness 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: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Armour +3 Hardiness +4% Phys.save +4 (+2 eff.) ---------- misc Max.mana +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+5 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 11.70 mind and 10.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 12% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 12. Terrified: Deals 2.34 mind and 2.00 darkness damage per turn and increases cooldowns by 19%. Haunted: Causes the target to suffer 4.63 mind and 3.95 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
5 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 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. |
4 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. |
9 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. |
8 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Blazeoracle [power 43] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% fire Res.pen +10% fire ----- def ----- Resists +12% fire Crit.chn- 15.00% ---------- misc Infravis +2 Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered elm totem of healing [power 152] (20 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 152 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
11 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. |
Duskbreacher [power 122] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire Res.pen +20% darkness +25% blight Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing ash wand of conjuration [power 155] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 155 acid damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of lightning storm [power 248] (18 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (248 total damage) Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
6 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. |
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
Earth Master
Killed Harkor'Zun.By Vit the Thalore Necromancer level 19
27th Haze 122nd year of Ascendancy at 12:27 see stats
Exterminator
Killed 1000 creatures.By Vit the Thalore Necromancer level 19
27th Haze 122nd year of Ascendancy at 12:27 see stats
Level 10
Got a character to level 10.By Vit the Thalore Necromancer level 10
6th Mirth 122nd year of Ascendancy at 20:16 see stats
Level 20
Got a character to level 20.By Vit the Thalore Necromancer level 20
27th Haze 122nd year of Ascendancy at 23:38 see stats
That was close
Killed your target while having only 1 life left.By Vit the Thalore Necromancer level 11
8th Mirth 122nd year of Ascendancy at 19:38 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Vit the Thalore Necromancer level 17
24th Haze 122nd year of Ascendancy at 00:07 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Vit the Thalore Necromancer level 19
27th Haze 122nd year of Ascendancy at 07:15 see stats
Log
Vit casts Black Ice.
Ghast uses Ghoulish Leap.
Ghast speeds up.
Vit hits Gloruba the skeleton warrior for 279 cold damage.
Vit has temporarily forgotten Night Sphere for 2 turns!
Gloruba the skeleton warrior's Shoot hits Vit for 118 physical damage.
Ghoulking hits Skeleton warrior for 38 physical damage.
Ghast hits Skeleton warrior for 27 physical damage.
Spikes of Decrepitude hits Gloruba the skeleton warrior for 41 cold, 30 darkness (71 total damage).
Spikes of Decrepitude hits Skeleton warrior for 32 cold, 28 darkness (59 total damage).
Spikes of Decrepitude hits Skeleton warrior for 34 cold damage.
Gloruba the skeleton warrior uses Steady Shot.
Spikes of Decrepitude killed Skeleton warrior!
Vit's Darkfire hits Skeleton warrior for 71 fire, 71 darkness (143 total damage).
Ghast misses Skeleton warrior.
The smoke around Vit dissipate.
Talent Night Sphere is ready to use.
Talent Invoke Darkness is ready to use.
Spikes of Decrepitude hits Skeleton warrior for 32 cold, 28 darkness (59 total damage).
Vit casts Invoke Darkness.
Ghoulking slows down.
The smoke around ghoulking dissipate.
Vit hits Skeleton warrior for 179 darkness damage.
Gloruba the skeleton warrior uses Headshot.
Gloruba the skeleton warrior's Headshot performs a ranged critical strike against Vit!
Gloruba the skeleton warrior's Headshot hits Vit for 425 physical, 19 lightning (443 total damage).
Gloruba the skeleton warrior's Headshot hits Ghoulking for 23 lightning, 8 cold (31 total damage).
Vit the level 21 thalore necromancer was shocked to death by Gloruba the skeleton warrior on level 4 of Ruined halfling complex.




















































































