










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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: 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 | 19 / 36% |
Size | medium |
Lifes / Deaths | Killed by Isoda the golem at level 19 on the 3rd Allure 123rd year of Ascendancy at 21:34 / 2Killed by Belythra the minotaur mindscrew at level 19 on the 3rd Allure 123rd year of Ascendancy at 21:39 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 17 (base 10) |
Magic | 60 (base 47) |
Willpower | 43 (base 34) |
Cunning | 19 (base 15) |
Resources
Life | -661/334 |
Mana | 391/391 |
Soul | 14/14 |
Vim | 172/172 |
Healing Factor | 1.282941519274 |
Regeneration | 1.0905002913829 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 20.783939787388 |
See Invisible | 20.783939787388 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 23 |
Accuracy | 26 |
Crit Chance | 12% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Mind | +9% |
Arcane | +18% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 23 (44.574340358689%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 10 |
Spell Save | 32 |
Mental Save | 29 |
Defense: Resistances
Physical | + 24%( 70%) |
Acid | + 16%( 70%) |
Light | + 16%( 70%) |
Cold | + 25%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 18%( 70%) |
Fire | + 62%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 23% |
Disarm Resistance | 26% |
Confusion Resistance | 30% |
Silence Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 300 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 81 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: 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Death (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Phys.crit +4.0% Acc +5 (+3 eff.) ----- def ----- Armour +5 Defense +15 (+5 eff.) Fatigue +2% Die.at -80.00 life Blink to a nearby random location (rad 8) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Resists +3% blight Max.HP +43.00 Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +3% cold Spell.save +9 (+5 eff.) Die.at -20.00 life Max.HP +60.00 A cap made of leather. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +3% light Mind.save +12 (+6 eff.) Die.at -40.00 life Confus- +10% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +6 (+3 eff.) Confus- +20% ---------- misc Max.enc +20 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +5 Wil +5 Con dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +7 (+2 eff.) Dmg.mod +3% arcane ----- def ----- Resists +3% acid +9% fire +5% arcane Max.HP +20.00 Disarm- +26% Pinning- +23% Knockbk- +24% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +12% cold ----- def ----- Defense +10 (+4 eff.) Die.at -20.00 life HP.reg +0.60 Heal.mod +12% A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 staff 2H weapon [Rare] 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: Stats +1 Dex +2 Con dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness Melee Ret 2 mind ----- def ----- Die.at -40.00 life Heal.mod +10% Silence- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +1 Wil +3 Mag dps ---------- Spell.crit +2% Dmg.mod +15% arcane Phasing +10% ----- def ----- Armour +2 Defense +20 (+7 eff.) Stun/Frz- +20% ---------- misc Vim/s.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +1 Mag dps ---------- Melee+ 5 fire Ranged+ 6 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +7% Resists +47% fire +12% physical A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +18 (+9 eff.) ----- def ----- Armour +5 Defense +1 (+1 eff.) Fatigue -5% Resists +10% cold Max.HP +40.00 ---------- misc Max.stam +10.00 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 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Phys.crit +1.0% Res.pen +5% blight Apr +1 ----- def ----- Defense +5 (+2 eff.) Die.at -60.00 life Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 390 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 271 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 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Str +7 Con dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +12% mind Res.pen +10% acid ----- def ----- Resists +12% mind Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Arcane Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +12 temporal On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +2 Cun +5 Wil ----- def ----- Resists +6% fire Crit.chn- 10.00% ---------- misc See.Invis +12 Massive two-handed battleaxes. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 10% Shoot 1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Dmg.mod +14% physical +15% temporal Res.pen +11% physical +11% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Ego+] Arcane Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +14% Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +5 (+3 eff.) One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +6% cold Res.pen +20% fire Apr +3 ----- def ----- Resists +6% lightning +6% temporal +1% physical A belt that goes around your waist. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +17% blight +6% mind +7% all Max.HP +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.crit +4% Mind.pwr +15 (+8 eff.) Dmg.mod +13% blight +9% mind ----- def ----- Resists +13% blight +3% temporal +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Mag +2 Cun +2 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Phys.save +13 (+11 eff.) Mind.save +11 (+6 eff.) ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +2 Mag +1 Wil dps ---------- Acc +11 (+6 eff.) Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Mind.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Crit.chn- 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +20% acid Mind.save +9 (+5 eff.) Die.at -40.00 life A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +8% Phys.save +6 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% HP.reg +2.30 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 lightning Melee Ret 5 lightning ----- def ----- Armour +4 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +5 Str +1 Wil +3 Cun dps ---------- Dmg.mod +5% nature Res.pen +15% acid ----- def ----- Resists +11% nature Crit.chn- 5.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +4 Str +1 Mag ----- def ----- Resists +3% light +3% blight Blast the opponent's mind dealing 218 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Brteoib the Cornac Necromancer level 10
8th Mirth 122nd year of Ascendancy at 08:04 see stats
By Brteoib the Cornac Necromancer level 19
3rd Allure 123rd year of Ascendancy at 21:31 see stats
By Brteoib the Cornac Necromancer level 7
79th Pyre 122nd year of Ascendancy at 00:25 see stats
By Brteoib the Cornac Necromancer level 7
2nd Mirth 122nd year of Ascendancy at 04:19 see stats
By Brteoib the Cornac Necromancer level 16
56th Haze 122nd year of Ascendancy at 12:37 see stats
By Brteoib the Cornac Necromancer level 19
3rd Allure 123rd year of Ascendancy at 21:34 see stats
By Brteoib the Cornac Necromancer level 19
3rd Allure 123rd year of Ascendancy at 21:20 see stats
Log
Armoured skeleton warrior shatters!
Brteoib's desolate waste area effect hits Isoda the golem for 7 cold damage.
Brteoib's desolate waste area effect hits Zubetha the minotaur for 11 cold damage.
Brteoib's desolate waste area effect hits Isoda the golem for 7 cold damage.
Brteoib's desolate waste area effect hits Zubetha the minotaur for 11 cold damage.
Belythra the minotaur mindscrew's static net area effect hits Brteoib for 65 lightning damage.
Isoda the golem hits Armoured skeleton warrior for 246 fire damage.
Shield of Light hits Zubetha the minotaur for 13 healing, 13 healing (0 total damage) [26 healing].
Isoda the golem killed Armoured skeleton warrior!
Belythra the minotaur mindscrew hits Brteoib for 121 physical, 20 physical, 29 lightning (170 total damage).
Melee retaliation hits Belythra the minotaur mindscrew for 0 mind damage.
Brteoib slows down.
Bleeding from Zubetha the minotaur hits Brteoib for 27 physical damage.
Isoda the golem casts Rune: Stormshield.
Isoda the golem summons a storm to protect them!
Shield of Light hits Zubetha the minotaur for 13 healing, 13 healing (0 total damage) [26 healing].
Brteoib's desolate waste area effect hits Isoda the golem for 7 cold damage.
Brteoib's desolate waste area effect hits Zubetha the minotaur for 11 cold damage.
Brteoib's desolate waste area effect hits Isoda the golem for 7 cold damage.
Brteoib's desolate waste area effect hits Zubetha the minotaur for 11 cold damage.
Belythra the minotaur mindscrew uses Throw Boulder.
Belythra the minotaur mindscrew hurls a huge boulder at Brteoib!
Belythra the minotaur mindscrew's mind surges with critical power!
Brteoib is knocked back!
Bleeding from Brteoib hits Belythra the minotaur mindscrew for (4 to psi shield), 6 physical (6 total damage).
Belythra the minotaur mindscrew hits Brteoib for 284 physical damage.
Brteoib the level 19 cornac necromancer was impaled to death by Belythra the minotaur mindscrew on level 1 of Illusory Castle.