









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.7.2This 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 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 | Halfling |
Class | Necromancer |
Level / Exp | 27 / 9% |
Size | small |
Lifes / Deaths | Killed by Bandit Leader Yveldaralle at level 25 on the 35th Regrowth 123rd year of Ascendancy at 07:09 / 2Killed by Aradhessra the thief at level 27 on the 47th Regrowth 123rd year of Ascendancy at 17:32 |
Primary Stats
Strength | 14 (base 17) |
Dexterity | 15 (base 10) |
Constitution | 16 (base 10) |
Magic | 80 (base 57) |
Willpower | 55 (base 30) |
Cunning | 36 (base 26) |
Resources
Life | -457/351 |
Mana | 312/507 |
Soul | 12/16 |
Healing Factor | 1.2545771506545 |
Regeneration | 0.31364428766362 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 4 |
See Stealth | 20 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 39 |
Accuracy | 18 |
Crit Chance | 10% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +3% |
Arcane | +3% |
Cold | 0% |
All | 0% |
Darkness | +9% |
Physical | +20% |
Temporal | +19% |
Lightning | +9% |
Mind | +30% |
Fire | +15% |
Nature | +15% |
Offense: Damage Penetration
Blight | +20% |
Arcane | +5% |
Temporal | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 48 (60%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 12 |
Physical Save | 35 |
Spell Save | 46 |
Mental Save | 32 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 43%( 70%) |
All | + 35%( 70%) |
Darkness | + 50%( 70%) |
Temporal | + 37%( 70%) |
Physical | + 45%( 70%) |
Mind | + 43%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Silence Resistance | 31% |
Bleed Resistance | 20% |
Confusion Resistance | 32% |
Knockback Resistance | 20% |
Stun Resistance | 31% |
Instadeath Resistance | 100% |
Blind Resistance | 51% |
Inscriptions (3/3)
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 281 damage for 4 turns. Its effects scale with your Willpower stat. |
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 126 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. |
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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
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 temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)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: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | 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. The fortress's current energy level is: 6. | 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. | 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: * You've found the needed skeleton mage skull. * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of luminous horror dust. * You've found the needed minotaur nose. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% mind +6% temporal Res.pen +20% blight +10% temporal Melee Ret 10 blight ----- def ----- Armour +4 Fatigue +3% Silence- +31% Confus- +21% Stun/Frz- +31% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +23% Confus- +11% ---------- misc Light +7 See.Stealth +6 See.Invis +5 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. 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 | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +4% Resists +13% cold +5% arcane +12% darkness Die.at -60.00 life ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +3% lightning +6% mind +9% darkness ----- def ----- Resists +9% mind Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +6 Mag +10 Wil +7 Cun dps ---------- Phys.pwr +15 (+8 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Blind- +28% ---------- misc Stam/turn +3.00 Infravis +4 See.Stealth +14 See.Invis +9 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +12 Defense +11 (+4 eff.) Resists +3% mind +3% temporal Phys.save +19 (+8 eff.) Spell.save +15 (+5 eff.) Knockbk- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+6 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.3 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 125.09 physical (gravity) damage. Each target moved beyond the first increases the damage by 15.64 (up to a maximum of 62.55 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 4 arcane 7 blight Dmg.mod +3% blight +15% fire +3% arcane Res.pen +5% arcane Acc +7 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +7% blight Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +6% acid +6% nature +12% darkness +5% arcane Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Defense +15 (+5 eff.) Max.HP +40.00 Heal.mod +20% Cut- +20% ---------- misc Masteries +0.22 Spell/Age of dusk Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 51% faster, and you are invisible (power 22). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +9% lightning Res.pen +10% lightning +10% nature ----- def ----- Fatigue -10% HP.reg +3.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Phasing +20% While equipped: Stats +7 Str +9 Wil +9 Con dps ---------- Phys.pwr +18 (+9 eff.) ----- def ----- Resists +3% darkness Max.HP +68.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.12 Vim/s.crit +1.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 mind +20 fire While equipped: dps ---------- Phys.crit +5.0% Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind +6% fire Acc +11 (+5 eff.) ----- def ----- Resists +9% fire ---------- misc Equi/ret +0.08 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% light +12% darkness Res.pen +25% darkness ----- def ----- Resists +9% acid +9% darkness Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Psionic Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 mind On Hit: * 21% chance to reduce all saves and defense by 27 While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +18% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +9% light +6% cold Spell.save +6 (+2 eff.) Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Resists +12% temporal Phys.save +6 (+3 eff.) HP.reg +4.00 ---------- 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. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +5 Mag dps ---------- Mind.crit +3% Mind.pwr +26 (+8 eff.) Melee+ 7 mind 7 darkness Dmg.mod +5% mind +5% darkness ----- def ----- Resists +9% darkness ---------- misc Max.hate +4.00 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 6.0 - 6.6 Nature 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% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 6 lightning Dmg.mod +7% lightning Res.pen +6% lightning ----- def ----- Resists +4% lightning ---------- 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. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit.r1 +8 arcane On Hit: * 20% chance to reduce all saves and defense by 27 While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Phys.pwr +10 (+5 eff.) Spell.pwr +20 (+5 eff.) ----- def ----- Resists +15% mind ---------- misc Max.vim +10.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Spell.crit +3% Phys.pwr +20 (+10 eff.) Spell.pwr +9 (+2 eff.) Dmg.mod +20% fire Res.pen +15% lightning Apr +4 ----- def ----- Armour +10 Defense +11 (+4 eff.) Resists +12% lightning ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 121.53 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 23.0 - 27.6 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 +22 (+5 eff.) Dmg.mod +23% light ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Nature Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +30.00 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Mag +6 Cun +3 Con dps ---------- Dmg.mod +6% darkness ----- def ----- HP.reg +1.10 Heal.mod +11% ---------- misc Infravis +2 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Str +4 Con dps ---------- Res.pen +15% physical Apr +4 ----- def ----- Defense +2 (+1 eff.) Max.HP +34.00 ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +3 Defense +4 (+2 eff.) Resists +29% darkness +26% mind +3% cold +9% nature +15% all Phys.save +56 (+20 eff.) Spell.save +30 (+10 eff.) Mind.save +72 (+27 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +14% nature +17% lightning ----- def ----- Resists +25% lightning +11% all Poison- +20% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +6 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +20 (+10 eff.) ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Con dps ---------- Melee+ 8 physical Dmg.mod +6% physical Apr +4 ----- def ----- Armour +9 Fatigue +3% Resists +9% lightning +3% mind +3% blight Teleport- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Wil +6 Con ----- def ----- Armour +3 Fatigue +3% Resists +15% mind +6% acid ---------- misc Stam/ret +1.30 Equi/ret +1.30 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +18% mind On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +4 Fatigue +4% Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.12 Max.hate +8.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+10 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +12% physical ----- def ----- Armour +6 Defense +19 (+7 eff.) Fatigue +8% Resists +12% acid +12% physical +13% cold +12% lightning +10% fire Heal.mod +20% A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Max.HP +21.00 A suit of armour made of metal plates. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Rare] Master Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +7 Crit +1.5% Capacity 15 Ranged+ +20 nature On Crit.r2 +16 nature +16 acid On Hit: * 20% chance to slow global speed by 54% * 20% chance to reduce armor by 40% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +2% Res.pen +15% mind ----- def ----- Armour +2 Fatigue -5% Resists +3% cold Crit.dmg- 15.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+3 eff.) Apr +1 ----- def ----- Die.at -40.00 life Max.HP +40.00 ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Str +2 Cun +2 Con ---------- misc Infravis +1 Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +6% darkness +18% cold HP.reg +4.00 Blind- +20% Create a shield absorbing up to 128 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 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane 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 Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ringwraith Sam the Halfling Necromancer level 26
39th Regrowth 123rd year of Ascendancy at 10:44 see stats
By Ringwraith Sam the Halfling Necromancer level 19
68th Dusk 122nd year of Ascendancy at 16:09 see stats
By Ringwraith Sam the Halfling Necromancer level 22
6th Regrowth 123rd year of Ascendancy at 19:34 see stats
By Ringwraith Sam the Halfling Necromancer level 26
39th Regrowth 123rd year of Ascendancy at 10:11 see stats
By Ringwraith Sam the Halfling Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 18:51 see stats
By Ringwraith Sam the Halfling Necromancer level 20
8th Allure 123rd year of Ascendancy at 22:54 see stats
By Ringwraith Sam the Halfling Necromancer level 26
39th Regrowth 123rd year of Ascendancy at 10:44 see stats
By Ringwraith Sam the Halfling Necromancer level 19
27th Dusk 122nd year of Ascendancy at 21:28 see stats
By Ringwraith Sam the Halfling Necromancer level 26
37th Regrowth 123rd year of Ascendancy at 12:20 see stats
By Ringwraith Sam the Halfling Necromancer level 26
39th Regrowth 123rd year of Ascendancy at 10:44 see stats
By Ringwraith Sam the Halfling Necromancer level 2
75th Pyre 122nd year of Ascendancy at 08:31 see stats
By Ringwraith Sam the Halfling Necromancer level 10
5th Mirth 122nd year of Ascendancy at 10:10 see stats
By Ringwraith Sam the Halfling Necromancer level 26
39th Regrowth 123rd year of Ascendancy at 10:44 see stats
By Ringwraith Sam the Halfling Necromancer level 15
3rd Dusk 122nd year of Ascendancy at 22:26 see stats
By Ringwraith Sam the Halfling Necromancer level 26
39th Regrowth 123rd year of Ascendancy at 10:44 see stats
By Ringwraith Sam the Halfling Necromancer level 21
4th Regrowth 123rd year of Ascendancy at 19:44 see stats
By Ringwraith Sam the Halfling Necromancer level 16
6th Dusk 122nd year of Ascendancy at 23:29 see stats
By Ringwraith Sam the Halfling Necromancer level 25
35th Regrowth 123rd year of Ascendancy at 07:10 see stats
Log
Share the Pain killed Skeleton master archer!
The shield around skeleton mage crumbles.
Skeleton mage receives 44 healing from Salamira the ghoul's purging blight area effect.
Salamira the ghoul's purging blight area effect hits Golem (servant of Aradhessra the thief) for 18 blight damage.
Salamira the ghoul's purging blight area effect hits Ringwraith Sam for 15 blight damage.
Heavy bone giant receives 46 healing from Salamira the ghoul's purging blight area effect.
Salamira the ghoul receives 62 healing from Salamira the ghoul's purging blight area effect.
Burning from Salamira the ghoul hits Skeleton mage for (14 absorbed), 0 fire (0 total damage).
The corpselight implodes!
Salamira the ghoul shrugs off the effect 'Spike of Decrepitude'!
Burning from Xanydakira the multi-hued drake hatchling hits Ringwraith Sam for 48 fire damage.
Ringwraith Sam receives 25 healing from Eternal Night.
Spikes of Decrepitude hits Salamira the ghoul for 21 cold, 24 darkness (45 total damage).
Spikes of Decrepitude hits Aradhessra the thief for 17 cold, 18 darkness (35 total damage).
Ringwraith Sam hits Aradhessra the thief for 125 cold damage.
Ringwraith Sam hits Something for 48 cold damage.
Ringwraith Sam hits Salamira the ghoul for 154 cold damage.
Burning from Salamira the ghoul hits Heavy bone giant for (6 absorbed), 0 fire (0 total damage).
Fiery Grasp from Salamira the ghoul hits Ringwraith Sam for 7 fire damage.
Salamira the ghoul speeds up.
Aradhessra the thief recovers sight.
Aradhessra the thief's aura of power vanishes.
Aradhessra the thief casts Throw Bomb.
Aradhessra the thief hits Skeleton mage for 49 fire damage.
Aradhessra the thief hits Heavy bone giant for (24 absorbed), 0 fire (0 total damage).
Aradhessra the thief hits Ringwraith Sam for 38 fire damage.
Bleeding from Heavy bone giant hits Aradhessra the thief for 52 physical damage.
Bleeding from Ringwraith Sam hits Salamira the ghoul for 70 physical damage.
Poison from Ringwraith Sam hits Salamira the ghoul for 7 nature damage.
Ringwraith Sam the level 27 halfling necromancer was burnt to death by Aradhessra the thief on level 1 of Ruined Dungeon.