












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
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 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 1.6.6 Summmoner Fix 1.6.6 Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Necromancer |
Level / Exp | 30 / 89% |
Size | huge |
Lifes / Deaths | Killed by Porodhekira the master vampire at level 30 on the 4th Dusk 123rd year of Ascendancy at 19:04 / 1 |
Primary Stats
Strength | 37 (base 11) |
Dexterity | 29 (base 10) |
Constitution | 74 (base 57) |
Magic | 82 (base 60) |
Willpower | 38 (base 13) |
Cunning | 32 (base 11) |
Resources
Life | -589/834 |
Mana | 268/443 |
Soul | 1/18 |
Healing Factor | 1.6551680505319 |
Regeneration | 21.765459864494 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 34 |
Accuracy | 21 |
Crit Chance | 10% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 54 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Blight | +3% |
Arcane | +6% |
Cold | +14% |
All | 0% |
Darkness | +12% |
Light | +13% |
Temporal | +3% |
Physical | +25% |
Lightning | +17% |
Fire | +52% |
Nature | +9% |
Offense: Damage Penetration
Nature | +5% |
Darkness | +15% |
Fire | +35% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (32%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 13 |
Physical Save | 38 |
Spell Save | 42 |
Mental Save | 41 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 41%( 70%) |
Physical | + 36%( 70%) |
Cold | + 44%( 70%) |
All | + 29%( 70%) |
Darkness | + 40%( 70%) |
Light | + 50%( 70%) |
Temporal | + 33%( 70%) |
Fire | + 55%( 70%) |
Lightning | + 55%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 10% |
Pinning Resistance | 40% |
Disarm Resistance | 46% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 408 damage for 3 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 68 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: 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 34% all resistance, you move 44% faster, and you are invisible (power 33). Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Master necromancer | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 |
You failed to protect the lost defiler from death by Layamina the umber hulk. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Xerilaith the skeleton warrior. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Betoldath the ghoul. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)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 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 |
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 |
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: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed pouch of faeros ash. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed skeleton mage skull. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed wretchling eyeball. * You've found the needed honey tree root. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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] Master While equipped: Stats +5 Str +4 Wil +8 Con dps ---------- Dmg.mod +7% physical Res.pen +15% fire ----- def ----- Armour +4 Fatigue +3% Resists +6% light Crit.dmg- 15.00% ---------- misc See.Invis +3 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% nature Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 36% * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +6% acid 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. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +7 Str +6 Dex +5 Wil +3 Con dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +6% arcane +3% blight ----- def ----- Armour +4 Fatigue +4% Resists +9% blight Phys.save +8 (+3 eff.) Mind.save +15 (+5 eff.) ---------- misc Infravis +2 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +6 Fatigue +3% Mind.save +5 (+2 eff.) Max.HP +51.00 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. |
Tool | ![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 2 fire ----- def ----- Resists +6% lightning +9% fire Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +27% fire Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Max.HP +21.00 Disarm- +26% Pinning- +30% Knockbk- +26% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +8 Wil +8 Cun +3 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +44.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +2 Str +3 Mag +1 Cun dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Light +1 Amulets make your neck look great! |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Dex +1 Con dps ---------- Spell.crit +11% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Armour +5 Hardiness +2% Phys.save +10 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Max.HP +20.00 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +20% fire ----- def ----- Armour +6 Resists +3% lightning +6% fire +6% temporal Create a temporary shield that absorbs 203 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Dex +3 Mag +1 Wil +7 Cun +2 Con dps ---------- Dmg.mod +13% light +12% darkness On shield block: * Deals 137 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +20% lightning +9% fire +24% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +4% Res.pen +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Max.HP +60.00 HP.reg +2.00 Disarm- +20% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +3 Dex +6 Mag +5 Wil dps ---------- Dmg.mod +14% lightning +18% physical +10% fire +14% cold +9% nature +7% acid Apr +1 ----- def ----- Defense +5 (+3 eff.) Resists +8% lightning +10% physical +13% fire +8% blight +21% cold +13% acid +11% all Max.HP +58.00 HP.reg +3.90 Heal.mod +15% ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 256 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. 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 12 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 1022% for 10 turns (51 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 6 acid ----- def ----- Resists +3% acid +15% temporal +9% cold +15% mind +9% lightning Confus- +26% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% fire Crit.dmg- 10.00% Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.crit +2% ----- def ----- Resists +3% lightning +6% fire Mind.save +9 (+3 eff.) HP.reg +1.00 Stun/Frz- +22% ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Melee+ 11 light Ranged+ 15 light Dmg.mod +10% light +3% lightning Melee Ret 2 lightning ----- def ----- Resists +6% lightning +12% blight Mind.save +6 (+2 eff.) Silence- +21% Confus- +38% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +14% fire ----- def ----- Resists +28% fire Spell.save +13 (+4 eff.) ---------- misc Max.stam +18.00 Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +22.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight Res.pen +15% mind ----- def ----- Defense +13 (+7 eff.) ---------- misc Light +6 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 121.84 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 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +17.00% Spell.pwr +10 (+3 eff.) S.pwr/crit +6 Melee+ 15 fire Dmg.mod +3% physical +15% fire Acc +5 (+2 eff.) ----- def ----- Armour +7 Defense +7 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -20.00 life ---------- misc See.Invis +5 Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Arcane/Master Power 124% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: 20% Curse of Death 2 While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +13 (+7 eff.) Disarm- +34% Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Disrupt Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Blunt and deadly. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 5% chance to reduce all saves and defense by 22 On Melee Ret: * 12% chance to reduce all saves and defense by 22 ----- def ----- Armour +8 Fatigue +8% Resists +6% darkness Spell.save +3 (+1 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 22 On Melee Ret: * 14% chance to reduce all saves and defense by 22 ----- def ----- Armour +4 Fatigue +8% Resists +12% mind +6% nature Max.HP +43.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 38.33 to 47.92 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Dmg.mod +15% darkness +11% temporal +12% light +9% physical Res.pen +7% temporal +10% arcane +6% physical Melee Ret 6 light ----- def ----- Armour +4 Defense +3 (+2 eff.) Resists +22% darkness +11% all Phys.save +19 (+7 eff.) Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Dex +3 Cun +1 Con dps ---------- Melee Ret 2 physical ----- def ----- Armour +24 Defense +11 (+6 eff.) Fatigue +12% Resists +7% arcane Spell.save +15 (+5 eff.) Mind.save +12 (+4 eff.) Die.at -40.00 life ---------- misc Max.stam +30.00 Light +3 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Master While equipped: ----- def ----- Armour +18 Defense +4 (+2 eff.) Fatigue +12% Resists +27% fire A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +16% blight +13% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +3% physical Res.pen +20% physical Acc +15 (+7 eff.) ----- def ----- Phys.save +3 (+1 eff.) Max.HP +31.00 ---------- misc Equi/ret +0.12 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +12% lightning Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 ---------- misc Equi/ret +0.08 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Str +1 Mag +2 Wil +2 Cun ----- def ----- Armour +1 Resists +3% mind Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Resists +8% lightning +7% temporal ---------- misc Stam/turn +0.60 Max.stam +23.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Apr +3 ----- def ----- Armour +5 Fatigue -3% Phys.save +6 (+2 eff.) Die.at -20.00 life Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +8 Mag +4 Wil dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +6% darkness Res.pen +15% darkness ----- def ----- Armour +2 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 10 arcane Dmg.mod +6% arcane ----- def ----- Armour +2 Resists +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Str +2 Dex +6 Con dps ---------- S.pwr/crit +6 ----- def ----- Armour +8 Defense +2 (+1 eff.) Die.at -80.00 life ---------- misc Mana/turn +0.08 Equi/ret +1.20 Psi/ret +1.80 Hate/ret +1.50 Max.mana +40.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Spell.crit +2% Res.pen +5% arcane +5% blight ----- def ----- Armour +1 Fatigue +1% Resists +3% acid Mind.save +6 (+2 eff.) Die.at -60.00 life A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Con +5 Wil dps ---------- Phys.crit +2.0% Dmg.mod +6% physical ----- def ----- Armour +13 Fatigue +3% Resists +7% blight Mind.save +10 (+3 eff.) Die.at -60.00 life ---------- misc Max.stam +30.00 A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +1 Dex +3 Cun +6 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +3% light ----- def ----- Armour +3 Fatigue +3% Resists +5% acid +9% darkness +6% fire +9% cold +8% lightning Spell.save +9 (+3 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +4 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +8 (+3 eff.) A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +8 Wil +7 Cun +4 Con dps ---------- Mind.crit +6% Phys.pwr +5 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% ---------- misc Psi/ret +0.12 Max.psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +8 Str +7 Dex dps ---------- Dmg.mod +9% darkness +6% arcane Res.pen +20% darkness Melee Ret 6 darkness ----- def ----- Armour +8 Fatigue +5% Resists +7% acid +10% fire +10% lightning +13% cold ---------- misc Infravis +3 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 151.3 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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. |
![]() 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. |
![]() 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 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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ----- def ----- Armour +2 Resists +6% lightning +5% arcane +3% acid Phys.save +9 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By OgreManzer the Ogre Necromancer level 9
9th Haze 122nd year of Ascendancy at 18:47 see stats
By OgreManzer the Ogre Necromancer level 27
46th Pyre 123rd year of Ascendancy at 07:58 see stats
By OgreManzer the Ogre Necromancer level 20
25th Regrowth 123rd year of Ascendancy at 12:48 see stats
By OgreManzer the Ogre Necromancer level 26
60th Regrowth 123rd year of Ascendancy at 13:02 see stats
By OgreManzer the Ogre Necromancer level 22
44th Regrowth 123rd year of Ascendancy at 00:01 see stats
By OgreManzer the Ogre Necromancer level 10
18th Haze 122nd year of Ascendancy at 23:11 see stats
By OgreManzer the Ogre Necromancer level 20
23rd Regrowth 123rd year of Ascendancy at 06:43 see stats
By OgreManzer the Ogre Necromancer level 30
1st Dusk 123rd year of Ascendancy at 06:05 see stats
By OgreManzer the Ogre Necromancer level 19
12nd Regrowth 123rd year of Ascendancy at 06:01 see stats
By OgreManzer the Ogre Necromancer level 22
45th Regrowth 123rd year of Ascendancy at 19:55 see stats
By OgreManzer the Ogre Necromancer level 2
75th Pyre 122nd year of Ascendancy at 09:13 see stats
By OgreManzer the Ogre Necromancer level 19
18th Regrowth 123rd year of Ascendancy at 02:15 see stats
By OgreManzer the Ogre Necromancer level 23
46th Regrowth 123rd year of Ascendancy at 23:08 see stats
By OgreManzer the Ogre Necromancer level 14
29th Haze 122nd year of Ascendancy at 00:14 see stats
Log
Haunted from Veladhewyn the rogue sapper hits Armoured skeleton warrior for 16 mind, 15 darkness (31 total damage).
Melee retaliation hits Armoured skeleton warrior for 3 lightning damage.
Armoured skeleton warrior hits Storm drake hatchling for 125 physical damage.
Armoured skeleton warrior killed Storm drake hatchling!
Storm drake starts to bleed.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior shatters!
Something hits Armoured skeleton warrior for 97 blight damage.
OgreManzer is not dazed anymore.
Ghoul activates Bone Shield.
Something killed Armoured skeleton warrior!
Rotting Disease from Porodhekira the master vampire hits OgreManzer for (3 to minion: armoured skeleton warrior), 13 blight (13 total damage).
Bleeding from Betulraba the barrow wight hits OgreManzer for (8 to minion: ghast), 35 physical (35 total damage).
OgreManzer casts Surge of Undeath.
Armoured skeleton warrior speeds up.
Ghoul speeds up.
Ghast speeds up.
Ghast speeds up.
Ghast speeds up.
Armoured skeleton warrior can not be healed this way!
Armoured skeleton warrior receives 121 healing from OgreManzer.
Armoured skeleton warrior hits Snow giant for 84 physical, 11 nature, 9 fire, 24 blight (128 total damage).
Snow giant misses Armoured skeleton warrior.
Something misses Armoured skeleton warrior.
OgreManzer is no longer out of phase.
Rotting Disease from Porodhekira the master vampire hits OgreManzer for (3 to minion: ghoul), 13 blight (13 total damage).
Bleeding from Betulraba the barrow wight hits OgreManzer for (8 to minion: ghoul), 33 physical (33 total damage).
OgreManzer the level 30 ogre necromancer was infected to death by Porodhekira the master vampire on level 8 of Dreadfell.