Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 13 / 26% |
Size | medium |
Lifes / Deaths | Killed by Yvorin the green ooze at level 13 on the 10th Flare 122nd year of Ascendancy at 13:25 3 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 23 (base 18) |
Magic | 37 (base 37) |
Willpower | 21 (base 19) |
Cunning | 11 (base 11) |
Resources
Life | 211/211 |
Mana | 239/239 |
Soul | 12/12 |
Healing Factor | 1.1099022211821 |
Regeneration | 0.27747555529552 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -61.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 13 |
Accuracy | 4 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Blight | +16% |
Physical | +10% |
Cold | +20% |
Offense: Damage Penetration
Cold | +8% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 18 |
Spell Save | 23 |
Mental Save | 19 |
Defense: Resistances
Physical | + 28%( 70%) |
Cold | + 44%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 (51 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 175 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.60 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Age of dusk | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed chunk of ghoul flesh. | 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 |
Equipment
Tool | evasive elm totem of summon tentacle [power 100] (13/25 cooldown) evasive elm totem of summon tentacle [power 100] (13/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 103 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | savior's copper ring of tenacity savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
On fingers | copper ring of the mountain (+10%) copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings make your fingers look great! |
On feet | scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
On head | spellwoven linen wizard hat of frost (+15%) (1 def, 0 armour) spellwoven linen wizard hat of frost (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +10% cold ----- def ----- Defense +1 (+1 eff.) Resists +15% cold ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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. |
Cloak | Thunderraider (1 def, 0 armour) Thunderraider (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +6% blight Res.pen +10% lightning ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | cruel elm vilestaff of warding (10-12 power, 2 apr, blight element) cruel elm vilestaff of warding (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ----- def ----- Armour +4 Defense +4 (+2 eff.) ---------- misc Wards +2 blight Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Inventory
regeneration infusion (heal 117; 14 cd) regeneration infusion (heal 117; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 117 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 226; 16 cd) regeneration infusion of the wizard (heal 226; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. 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. |
wild infusion of the wizard (res 23%; mental; dur 4; cd 15) wild infusion of the wizard (res 23%; mental; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Prismatic Rune (6 turns; temporal, light, physical, fire, arcane, cold) Prismatic Rune (6 turns; temporal, light, physical, fire, arcane, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 temporal, 4 light, 2 physical, 3 fire, 3 arcane, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cruel elm magestaff (10-12 power, 2 apr, lightning element) cruel elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element) elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hanarand the ash magestaff (15-18 power, 3 apr, cold element) Hanarand the ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Phys.pwr +25 (+17 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +15% physical Acc +5 (+5 eff.) ----- def ----- Resists +6% darkness +6% temporal Phys.save +6 (+4 eff.) Def/telep +7 Res/telep +5% Dur/telep +9% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash magestaff of might (15-18 power, 3 apr, lightning element) surging ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) S.pwr/crit +2 Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel battleaxe (20-30 power, 2 apr) arcing steel battleaxe (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage Massive two-handed battleaxes. |
acidic steel greatmaul (30-44 power, 2 apr) acidic steel greatmaul (30-44 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Power 29.5 - 44.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 Massive two-handed mauls. |
steel greatsword of erosion (21-34 power, 2 apr) steel greatsword of erosion (21-34 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature Power 21.0 - 33.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature Massive two-handed swords. |
arcing steel waraxe of daylight (10-15 power, 3 apr) arcing steel waraxe of daylight (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 light Against +12% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage One-handed war axes. |
arcing steel waraxe of evisceration (14-20 power, 3 apr) arcing steel waraxe of evisceration (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage On Crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +8 (+8 eff.) One-handed war axes. |
Winterpiercer (12-15 power, 6 apr) Winterpiercer (12-15 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 cold On Hit.r1 +7 fire On Crit.r2 +8 light +12 cold While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +14 (+5 eff.) Res.pen +15% cold Sharp, short and deadly. |
steel dagger of crippling (12-16 power, 6 apr) steel dagger of crippling (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% 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, short and deadly. |
Sleetjam (4-4 power, 18 apr, mind damage) Sleetjam (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.0 - 4.4 Mind 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: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) Dmg.mod +9% blight Res.pen +5% blight ----- def ----- Resists +12% lightning +6% cold Crit.dmg- 5.00% 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. |
hungering vined mindstar (6-6 power, 18 apr, mind damage) hungering vined mindstar (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.5 - 6.1 Mind 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: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 33.60 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
reinforced steel shield (0 def, 7 armour, 75.5 block) reinforced steel shield (0 def, 7 armour, 75.5 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 +7 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic steel plate armour of clarity (0 def, 9 armour) prismatic steel plate armour of clarity (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% mind +10% light +11% darkness Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour) steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
blurring rough leather belt of the giants blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Spell.save +6 (+3 eff.) Stealth +6 ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
brawler's dwarven-steel gauntlets (0 def, 2 armour) brawler's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +2 Fatigue +3% Phys.save +10 (+6 eff.) ---------- misc Cooldown Double Strike -1 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. |
stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+4 eff.) A pointy cloth hat, very wizardly... |
2 agate 2 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. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
8 ametrine 8 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. |
citrine 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. |
4 zircon 4 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. |
2 opal 2 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
scorching brass lantern of clarity scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +7 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. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 117.53 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Artherain [power 105] (13/15 cooldown) Artherain [power 105] (13/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +12% cold Disease- +10% Knockbk- +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 116 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
By nec2 the Cornac Necromancer level 10
1st Summertide 122nd year of Ascendancy at 07:58 see stats
By nec2 the Cornac Necromancer level 2
75th Pyre 122nd year of Ascendancy at 14:45 see stats
By nec2 the Cornac Necromancer level 9
3rd Mirth 122nd year of Ascendancy at 01:50 see stats
Log
Nec2 uses Infusion: Regeneration.
Nec2 starts regenerating health quickly.
Dreadmaster hits Forest troll for 21 physical damage.
Nec2 is not stunned anymore.
Bleeding from Yvorin the green ooze hits nec2 for 19 physical damage.
Forest troll is dazed!
Nec2 casts Dire Plague.
Yvorin the green ooze is afflicted by a dire plague!
Forest troll is not dazed anymore.
Dreadmaster hits Forest troll for 20 physical damage.
Yvorin the green ooze uses Fan of Knives.
Talent Rune: Manasurge is ready to use.
Yvorin the green ooze's Fan of Knives performs a melee critical strike against nec2!
Bleeding from Yvorin the green ooze hits nec2 for 19 physical damage.
Yvorin the green ooze's Fan of Knives hits nec2 for 33 physical damage.
Yvorin the green ooze's Fan of Knives hits nec2 for 19 physical damage.
Yvorin the green ooze's Fan of Knives hits nec2 for 17 physical damage.
Melee retaliation hits Yvorin the green ooze for 20 cold, 20 cold, 20 cold (61 total damage).
nec2 the level 13 cornac necromancer was hacked apart to death by Yvorin the green ooze on level 3 of The Maze.
You have 3 life(s) left.
Dreadmaster deactivates Blur Sight.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Yvorin the green ooze's Fan of Knives killed nec2!
Saving game...
Invoke Darkness is still on cooldown for 1 turns.
Invoke Darkness is still on cooldown for 1 turns.
Invoke Darkness is still on cooldown for 1 turns.
Saving done.