Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Qlass Pack 1.6.7Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: 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:
Hiveminder Class 1.6.7Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. 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 1.7.4This 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Nightmare Semi-Roguelike (sweet&sour) |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 20 / 53% |
Size | medium |
Lifes / Deaths | Killed by Gloratha the rogue sapper at level 20 on the 17th Haze 122nd year of Ascendancy at 21:54 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 26 (base 10) |
Magic | 56 (base 48) |
Willpower | 21 (base 13) |
Cunning | 53 (base 38) |
Resources
Life | -666/122 |
Mana | 250/288 |
Soul | 13/13 |
Vim | 176/176 |
Healing Factor | 1.2416586254954 |
Regeneration | 3.9112246703106 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 13 |
See Invisible | 5 |
Offense: Mainhand
Damage | 24 |
Accuracy | 4 |
Crit Chance | 16% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Nature | +15% |
Mind | +15% |
Cold | +20% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Defense: Base
Armour (hardiness) | 23 (60%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 50 |
Mental Save | 49 |
Defense: Resistances
Blight | + 31%( 70%) |
Darkness | + 45%( 70%) |
Nature | + 52%( 70%) |
All | + 25%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 281 damage for 3 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 4 light, 3 cold, 5 mind, 4 nature |
Class Talents
Spell / Glacial waste | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Spell / Animus | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Lich | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning 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. * 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 Wrathroot. * 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 |
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: 10. | 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. | 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 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 bone giant dust. * You've found the needed skeleton mage skull. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Aruda (10 def, 1 armour) Aruda (10 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 Defense +10 (+5 eff.) Resists +3% blight +12% darkness Max.HP +20.00 HP.reg +2.00 A pair of boots made of leather. |
Light source | Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Gorudohir (1 def, 2 armour) Gorudohir (1 def, 2 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) Die.at -60.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/turn +0.13 A pointy cloth hat, very wizardly... |
Tool | Branydan [power 116] (11/15 cooldown) Branydan [power 116] (11/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Con ----- def ----- Armour +4 Mind.save +3 (+1 eff.) ---------- misc Stam/turn +1.00 Psi/ret +0.04 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | Rhorek Rhorek0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% S.pwr/crit +4 Dmg.mod +9% acid Res.pen +5% acid ----- def ----- Resists +6% nature +5% blight Poison- +10% Disease- +10% Rings make your fingers look great! |
On fingers | rogue's steel ring of arcana (+0.12/turn) rogue's steel ring of arcana (+0.12/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
Around waist | noble's rough leather belt of life noble's rough leather belt of life1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +18% Summoned HP.reg +0.90 Heal.mod +11% A belt that goes around your waist. |
In main hand | infernal yew magestaff of fate (120% power, 4 apr, cold element) infernal yew magestaff of fate (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +16.00% Spell.pwr +14 (+4 eff.) Melee+ 24 fire Dmg.mod +20% cold ----- def ----- Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves of the juggernaut (0 def, 1 armour) rough leather gloves of the juggernaut (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Phys.save +10 (+3 eff.) Spell.save +4 (+1 eff.) Mind.save +3 (+1 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 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 | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+5 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
blink rune of the psychic (range 3; phase 14; cd 16) blink rune of the psychic (range 3; phase 14; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 79; cd 20) shatter afflictions rune of the wizard (absorb 79; 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 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Kor's Fall (100% power, 0 apr, darkness element) Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 136.45 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (273). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
ash magestaff (111% power, 3 apr, cold element) ash magestaff (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Normal] 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 +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash vilestaff of fate (111% power, 3 apr, acid element) cruel ash vilestaff of fate (111% power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Arcane/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 +11% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel greatmaul of daylight (132% power, 2 apr) balanced steel greatmaul of daylight (132% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 132% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 light Against +10% Undead While equipped: dps ---------- Acc +9 (+9 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +31% Massive two-handed mauls. |
Aeruyahek (149% power, 2 apr) Aeruyahek (149% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Power 149% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str +4 Con ----- def ----- Defense +20 (+10 eff.) Resists +6% acid +3% blight Massive two-handed swords. |
Galoleg the steel greatsword (126% power, 2 apr) Galoleg the steel greatsword (126% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Psionic Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +21% blight +3% temporal +3% mind Massive two-handed swords. |
flaming steel waraxe (105% power, 3 apr) flaming steel waraxe (105% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire One-handed war axes. |
Star (100% power, 0 apr) Star (100% power, 0 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Bokytir the Rainpanic (157% power, 9 apr) Bokytir the Rainpanic (157% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master/Psionic Power 157% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 blight +18 temporal +10 darkness Against +7% Living While equipped: Stats +2 Wil ----- def ----- Resists +6% cold +12% temporal Sharp, short and deadly. |
manaburning vined mindstar (85% power, 18 apr, nature damage) manaburning vined mindstar (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Disrupt Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +3% arcane ---------- 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. |
vined mindstar of gales (83% power, 18 apr, mind damage) vined mindstar of gales (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% lightning +6% cold +5% physical ----- def ----- Defense +9 (+5 eff.) Pinning- +17% ---------- 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. |
Shineroar Shineroar4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +8 light While equipped: Stats +7 Dex dps ---------- Phys.crit +4.0% Res.pen +9% physical ----- def ----- Resists +9% light Longbows are used to shoot arrows at your foes. |
steady ash longbow steady ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +3.0% Acc +11 (+11 eff.) Longbows are used to shoot arrows at your foes. |
steady hardened leather sling of cunning (+4) steady hardened leather sling of cunning (+4)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Cun dps ---------- Phys.crit +2.0% Res.pen +7% physical Acc +10 (+10 eff.) Slings are used to hurl stones or metal shots at your foes. |
ranger's dwarven-steel steamgun of tinkering (+1) ranger's dwarven-steel steamgun of tinkering (+1)4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Dex +2 Cun dps ---------- Steampwr +5 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of dwarven-steel shots of accuracy (16/18, 139% power, 3 apr) pouch of dwarven-steel shots of accuracy (16/18, 139% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Master Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +13 Apr +3 Crit +5.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of wind (17/17, 138% power, 3 apr) pouch of dwarven-steel shots of wind (17/17, 138% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 26 physical damage Shots are used with slings to pummel your foes to death. |
Corruptionsage the steel shield (0 def, 4 armour, 39.5 block) Corruptionsage the steel shield (0 def, 4 armour, 39.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil +2 Mag dps ---------- Dmg.mod +15% blight Res.pen +5% arcane +25% nature On shield block: * Deals 124 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +7% light +8% fire ---------- misc Max.mana +80.00 Talents +1 Block Handheld deflection devices. |
steel shield of fire resistance (+18%) (0 def, 4 armour, 40.5 block) steel shield of fire resistance (+18%) (0 def, 4 armour, 40.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
cashmere robe of fire (+19%) (0 def, 0 armour) cashmere robe of fire (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Resists +11% all +19% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour of cold resistance (3 def, 2 armour) prismatic rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +16% cold +11% light +11% darkness A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 43.97 to 131.92 lightning damage (87.95 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
rejuvenating hardened leather armour of acid resistance (9 def, 6 armour) rejuvenating hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +18% acid HP.reg +3.10 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating steel plate armour of clarity (0 def, 9 armour) rejuvenating steel plate armour of clarity (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Nature/Psionic While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% mind Mind.save +12 (+4 eff.) HP.reg +2.60 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
restorative pair of rough leather boots (0 def, 1 armour) restorative pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +10% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)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. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
8 agate 8 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. |
10 spinel 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine 11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon 12 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. |
6 aquamarine 6 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. |
5 opal 5 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. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
2 amethyst 2 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. |
emerald emerald0.0 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. |
garnet garnet0.0 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. |
quartz quartz0.0 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. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
129 alchemist agate 129 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Mordakk the Lich Necromancer level 20
16th Haze 122nd year of Ascendancy at 22:45 see stats
By Mordakk the Lich Necromancer level 17
1st Haze 122nd year of Ascendancy at 04:09 see stats
By Mordakk the Lich Necromancer level 19
6th Haze 122nd year of Ascendancy at 13:33 see stats
By Mordakk the Lich Necromancer level 10
24th Dusk 122nd year of Ascendancy at 07:15 see stats
By Mordakk the Lich Necromancer level 20
16th Haze 122nd year of Ascendancy at 18:41 see stats
By Mordakk the Lich Necromancer level 3
76th Pyre 122nd year of Ascendancy at 10:31 see stats
By Mordakk the Lich Necromancer level 16
71st Dusk 122nd year of Ascendancy at 06:21 see stats
Log
Bleeding from Mordakk hits Shadowblade for 16 physical damage.
Bleeding from Mordakk hits Bandit lord for 35 physical damage.
Mordakk casts Recall Minions.
Mordakk receives 3 healing from Absorb Essence.
Bleeding from Mordakk hits Bandit for 19 physical damage.
Gloratha the rogue sapper casts Lightning.
Gloratha the rogue sapper hits Mordakk for 108 lightning damage.
Lord of Skulls (bone giant) uses Throw Bones.
Gloratha the rogue sapper starts to bleed.
Lord of Skulls (bone giant) hits Gloratha the rogue sapper for 30 physical damage.
Lord of Skulls (bone giant)'s deep wound closes.
Assassin's aura of power vanishes.
Gloratha the rogue sapper hits Gloratha the rogue sapper for 6 fire damage.
Epidemic from Armoured skeleton warrior hits Shadowblade for 20 blight damage.
Bleeding from Lord of Skulls (bone giant) hits Gloratha the rogue sapper for 30 physical damage.
Bleeding from Mordakk hits Assassin for 34 physical damage.
Bleeding from Mordakk hits Shadowblade for 16 physical damage.
Bleeding from Mordakk hits Bandit lord for 35 physical damage.
Absorb Essence hits Mordakk for 3 healing, 3 healing, 3 healing (0 total damage) [9 healing].
Bleeding from Mordakk killed Bandit lord!
Epidemic from Armoured skeleton warrior killed Shadowblade!
You may not change level so soon after a kill (4 game turns left to wait)!
Mordakk casts Rune: Prismatic.
Mordakk summons a prismatic shield for protection!
Mordakk receives 3 healing from Absorb Essence.
Gloratha the rogue sapper casts Flame.
Gloratha the rogue sapper's spell attains critical power!
Gloratha the rogue sapper hits Mordakk for 207 fire damage.
Mordakk the level 20 lich necromancer was scorched to death by Gloratha the rogue sapper on level 1 of Damp Cave.