









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 21 / 87% |
Size | medium |
Lifes / Deaths | Killed by Ce'Norina the fire drake hatchling at level 21 on the 54th Haze 122nd year of Ascendancy at 14:49 / 1 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 14 (base 10) |
Magic | 55 (base 50) |
Willpower | 24 (base 13) |
Cunning | 49 (base 39) |
Resources
Life | -276/301 |
Mana | 145/331 |
Soul | 13/18 |
Healing Factor | 1.0372895330003 |
Regeneration | 6.4830595812519 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +45% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 33.294708266768 |
See Invisible | 33.294708266768 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 31 |
Accuracy | 10 |
Crit Chance | 31% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
Acid | +11% |
Light | +8% |
Cold | +55% |
Darkness | +3% |
Arcane | +27% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Darkness | +35% |
Cold | +8% |
All | 0% |
Defense: Base
Armour (hardiness) | 27 (35.65183292883%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 29 |
Mental Save | 27 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 59%( 70%) |
All | + 7%( 70%) |
Lightning | + 13%( 70%) |
Darkness | + 15%( 70%) |
Mind | + 21%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Pinning Resistance | 41% |
Bleed Resistance | 10% |
Disarm Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/4)
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 268 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 75 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.60 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.60 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Rime wraith | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed honey tree root. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Wil offense ------ Physical Crit +6.0% Critical power +13.00% Physical Power +5 (+2 eff.) Damage +12% arcane +3% darkness +8% light Ignore resists +10% darkness When Hit 6 darkness defense ------ Resistance +9% darkness +5% arcane Affinity +5% light other ------- Light +10 Sun Flare: Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 146.55 light damage. At talent level 3 you gain 26% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Dex offense ------ Physical Crit +1.0% Spell Crit +2% Spellpower +3 (+1 eff.) Damage +9% fire defense ------ Armor +2 Defense +21 (+6 eff.) other ------- Mana/turn +0.14 Light +1 Infravision +2 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +10 (+5 eff.) defense ------ Defense +30 (+8 eff.) Disarm Resist +20% Pinning Resist +20% other ------- EQ when Hit +0.12 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life +22.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% acid Ignore resists +25% darkness defense ------ Resistance +22% acid +9% cold +9% mind +3% lightning Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +9% physical defense ------ Armor +6 Defense +20 (+5 eff.) Resistance +3% lightning Life +52.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +11% Spellpower +23 (+7 eff.) On-Hit 19 arcane Damage +30% cold defense ------ Physical save +8 (+4 eff.) Spell save +11 (+5 eff.) Mind save +7 (+4 eff.) other ------- Max mana +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 physical Damage +15% arcane +6% physical defense ------ Armor +9 Fatigue +3% Resistance +6% mind +12% cold Life +40.00 Life Regen +4.00 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. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- 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 level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +10.00% Spellpower +10 (+3 eff.) Damage +3% fire Ignore resists +5% blight When Hit 4 fire defense ------ Defense +7 (+2 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +3 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Resistance +3% blight Crit Resistance 15.00% Mind save +3 (+2 eff.) Life Regen +2.00 Cut Resist +10% other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 27% for 3 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. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 14% all resistance, you move 38% faster, and you are invisible (power 16). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 261 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 298 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 240 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Power +15 (+7 eff.) defense ------ Resistance +5% arcane +6% blight Physical save +9 (+5 eff.) Healmod +11% Cut Resist +50% other ------- EQ when Hit +0.12 Heal: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 163 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +2 Cun +6 Con offense ------ Physical Power +7 (+3 eff.) On-Hit 12 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 22 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +12% nature defense ------ Defense +6 (+2 eff.) Resistance +24% nature Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Psionic Weapon Damage 19.0 - 28.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 mind On Hit: * 26% chance to reduce all saves and defense by 22 While equipped: Stats +5 Cun +5 Wil offense ------ Damage +6% darkness defense ------ Armor +2 Defense +10 (+3 eff.) Resistance +4% physical Disarm Resist +20% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+5 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 20 arcane resource burn While equipped: Stats +5 Str offense ------ Critical power +5.00% Mindpower +5 (+2 eff.) Damage +6% mind +12% physical Ignore resists +25% mind Accuracy +13 (+11 eff.) defense ------ Resistance +9% temporal Massive two-handed mauls. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +16 physical While equipped: Stats +6 Dex offense ------ Damage +9% physical Ignore resists +11% physical defense ------ Resistance +1% physical Mind save +12 (+6 eff.) other ------- Reload +3 Hate-on-crit +2.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +8 cold While equipped: Stats +2 Str offense ------ Physical Power +9 (+4 eff.) Damage +14% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% defense ------ Resistance +6% acid +9% nature Crit Resistance 10.00% Mind save +15 (+8 eff.) Cut Resist +20% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 10.0 - 14.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +12 lightning On Hit: * 20% chance to reduce armor by 36% While equipped: offense ------ Damage +3% acid Ignore resists +7% all Accuracy +9 (+9 eff.) Ignore Armor +8 When Hit 2 lightning On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Resistance +3% light One-handed war axes. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +10 Str +10 Mag +10 Wil offense ------ Damage +17% lightning +27% cold +9% mind +17% physical defense ------ Resistance +12% lightning +29% cold +3% acid +9% all Healmod +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 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. |
![]() 3.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: offense ------ Ignore resists +11% darkness +11% temporal defense ------ Armor +3 Fatigue -3% Resistance +10% darkness +11% temporal Physical save +5 (+3 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +12% Out-of-Phase Resilience +11% other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +5 Cun +4 Dex offense ------ Accuracy +7 (+7 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +2 Fatigue +3% Resistance +9% fire +9% darkness +3% light other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.84 to 92.51 lightning damage (61.67 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Mind Crit +2% Ignore resists +20% light defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +6% temporal Spell save +3 (+1 eff.) other ------- Light +3 Infravision +4 See Stealth +7 See Invisibility +6 Circle of Warding: (Instant) Puts all charms on 34 turn cooldown Effective talent level: 3.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 46% and attempts to push all creatures other than yourself out of its radius, inflicting 9.93 light damage and 9.47 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex +5 Con offense ------ Physical Crit +1.0% Accuracy +20 (+14 eff.) On-Hit (Melee): * 10% chance to reduce armor by 36% defense ------ Defense +1 (+0 eff.) Resistance +3% acid +6% fire +6% cold A pointy cloth hat, very wizardly... |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Master When used to Attack: Weapon Damage 14.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-Hit, radius 1 +8 acid While equipped: offense ------ Mindpower +20 (+9 eff.) Ignore resists +10% acid +10% mind When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Armor +4 Fatigue +8% Resistance +12% physical other ------- Psi when Hit +0.16 Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance 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 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +5 Con offense ------ Damage +6% mind Ignore resists +10% light defense ------ Life +40.00 other ------- Max stamina +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance 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. |
![]() 3.0 Encumbrance T1 shot ammo [Rare] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 18 Auto Reload 4 On-ranged-hit +16 lightning +16 fire On-Hit, radius 1 +8 lightning +4 fire On-crit, radius 2 +20 fire Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +3 Mag offense ------ Spellpower/crit +8 Damage +12% arcane +6% mind defense ------ Spell save +9 (+4 eff.) Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 476 Base Damage: 182 Armor: 8 All Resist: 5 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +12% mind When Hit 6 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Resistance +6% nature +12% temporal Spell save +6 (+3 eff.) Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Roarbion the Cornac Necromancer level 11
3rd Flare 122nd year of Ascendancy at 10:59 see stats
By Roarbion the Cornac Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 12:23 see stats
By Roarbion the Cornac Necromancer level 20
32nd Dusk 122nd year of Ascendancy at 23:53 see stats
By Roarbion the Cornac Necromancer level 21
64th Dusk 122nd year of Ascendancy at 09:55 see stats
By Roarbion the Cornac Necromancer level 21
54th Haze 122nd year of Ascendancy at 14:17 see stats
By Roarbion the Cornac Necromancer level 3
76th Pyre 122nd year of Ascendancy at 13:43 see stats
By Roarbion the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 17:43 see stats
By Roarbion the Cornac Necromancer level 13
17th Dusk 122nd year of Ascendancy at 22:37 see stats
By Roarbion the Cornac Necromancer level 17
30th Dusk 122nd year of Ascendancy at 09:17 see stats
Log
Roarbion casts Rune: Shielding.
A shield forms around Roarbion.
Roarbion casts Black Ice.
Roarbion hits Ce'Norina the fire drake hatchling for (14 flat reduction), (133 absorbed), 0 cold (0 total damage).
Ce'Norina the fire drake hatchling is confused and fails to use Spinning Backhand.
Ce'Norina the fire drake hatchling seems more focused.
The shield around Ce'Norina the fire drake hatchling crumbles.
Talent Invoke Darkness is ready to use.
Spikes of Decrepitude hits Ce'Norina the fire drake hatchling for (14 flat reduction), 15 cold, (14 flat reduction), 6 darkness (21 total damage).
Roarbion hits Ce'Norina the fire drake hatchling for (14 flat reduction), (32 absorbed), 2 cold (2 total damage).
Roarbion casts Consume Soul.
Roarbion receives 231 healing.
Ce'Norina the fire drake hatchling lashes out with a spinning backhand.
Ce'Norina the fire drake hatchling performs a melee critical strike against Roarbion!
Your shield crumbles under the damage!
The shield around Roarbion crumbles.
Ce'Norina the fire drake hatchling hits Roarbion for (198 absorbed), 0 physical, (2 absorbed), 0 cold, (6 absorbed), 0 fire, (13 absorbed), 0 lightning, (9 absorbed), 0 acid, (2 absorbed), 0 acid, (5 absorbed), 0 fire, (1 absorbed), 0 cold, (3 absorbed), 0 lightning, (30 absorbed), 447 darkness, 2 acid, 5 fire, 1 cold, 3 lightning (459 total damage).
Melee retaliation hits Ce'Norina the fire drake hatchling for (13 flat reduction), 0 cold, (1 flat reduction), 0 fire, (5 flat reduction), 0 darkness, (13 flat reduction), 0 cold, (1 flat reduction), 0 fire, (5 flat reduction), 0 darkness (0 total damage).
Talent Chill of the Tomb is ready to use.
Talent Ghost Walk is ready to use.
Spikes of Decrepitude hits Ce'Norina the fire drake hatchling for (14 flat reduction), 15 cold, (14 flat reduction), 6 darkness (21 total damage).
Ce'Norina the fire drake hatchling throws a finishing uppercut.
The corpselight implodes!
Ce'Norina the fire drake hatchling misses Roarbion.
Roarbion is stunned!
Ce'Norina the fire drake hatchling hits Roarbion for 125 physical damage.
Melee retaliation hits Ce'Norina the fire drake hatchling for (14 flat reduction), 2 cold, (1 flat reduction), 0 fire, (6 flat reduction), 0 darkness (2 total damage).
Roarbion the level 21 cornac necromancer was skewered to death by Ce'Norina the fire drake hatchling on level 1 of Intimidating Cave.