Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 14 / 93% |
Size | medium |
Lifes / Deaths | Killed by Isariathra the red crystal at level 14 on the 11st Dusk 122nd year of Ascendancy at 03:53 / 1 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 23 (base 14) |
Constitution | 34 (base 23) |
Magic | 46 (base 40) |
Willpower | 23 (base 13) |
Cunning | 20 (base 11) |
Resources
Life | -343/498 |
Mana | 178/294 |
Soul | 0/12 |
Healing Factor | 1.395336564623 |
Regeneration | 9.5580554676676 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 28 |
Accuracy | 30 |
Crit Chance | 6% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Lightning | +9% |
Light | +14% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Lightning | +10% |
Darkness | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 22 (35.65183292883%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 22 |
Mental Save | 24 |
Defense: Resistances
Acid | + 23%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 15%( 70%) |
All | + 10%( 70%) |
Physical | + 11%( 70%) |
Darkness | + 13%( 70%) |
Light | + 15%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 20%( 70%) |
Lightning | + 23%( 70%) |
Fire | + 18%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 22% |
Disarm Resistance | 24% |
Silence Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 151.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity 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 73 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 302 damage for 6 turns. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Foresight (+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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 within2 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Xylaith' (0 def, 1 armour) pair of rough leather boots 'Xylaith' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Resists +3% fire +6% nature +3% darkness Phys.save +6 (+3 eff.) Die.at -80.00 life Stun/Frz- +10% ---------- misc Max.enc +22 A pair of boots made of leather. |
Light source | Relgilavon the Unlightfist Relgilavon the Unlightfist2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Resists +9% lightning Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Erelustir the Cloudwisp (0 def, 3 armour) Erelustir the Cloudwisp (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Melee Ret 2 lightning ----- def ----- Armour +3 Fatigue +1% Resists +1% physical +6% fire +5% arcane +6% cold Die.at -60.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
Tool | iron torque of psionic shield [power 25] (25/25 cooldown) iron torque of psionic shield [power 25] (25/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | steel opal ring steel opal ring0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +11 Str +8 Dex +2 Mag +2 Wil +8 Cun +10 Con dps ---------- Phys.pwr +18 (+6 eff.) Acc +18 (+8 eff.) Melee Ret 2 physical ----- def ----- Armour +8 Resists +6% nature ---------- misc Max.stam +30.00 Rings make your fingers look great! |
On fingers | copper agate ring copper agate ring0.1 T1 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Str +1 Dex +4 Mag +5 Wil +1 Cun +1 Con dps ---------- Melee+ 13 light Ranged+ 13 light Dmg.mod +14% light +3% lightning Res.pen +10% lightning ----- def ----- Resists +6% light Mind.save +8 (+4 eff.) Silence- +24% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | shimmering ash bonestaff of might (15-18 power, 3 apr, darkness element) shimmering ash bonestaff of might (15-18 power, 3 apr, darkness 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 +7% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.14 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | steady dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) steady dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+4 eff.) Acc +5 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +24% 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 | Anilin the Glarepassion (6 def, 4 armour) Anilin the Glarepassion (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% acid Max.HP +64.00 HP.reg +6.60 Heal.mod +21% ---------- misc Light +2 A suit of armour made of leather. |
Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Nimbusqueller' copper amulet 'Nimbusqueller'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% lightning Res.pen +10% physical ----- def ----- Resists +6% lightning +3% temporal +11% mind Die.at -20.00 life Confus- +22% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Inventory
shatter afflictions rune (absorb 45; cd 12) shatter afflictions rune (absorb 45; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 45 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 53; cd 22) shatter afflictions rune of the sneak (absorb 53; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 110; dur 4; cd 14) shielding rune of the sneak (absorb 110; dur 4; cd 14)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 110 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 66; cd 13) teleportation rune of the wizard (range 66; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. 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. |
Dagarand Dagarand0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +11% acid ----- def ----- Resists +22% acid +3% blight Heal.mod +10% Blind- +20% ---------- misc Stam/turn +2.00 Max.stam +10.00 Rings make your fingers look great! |
copper agate ring copper agate ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +5% all Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
mule's copper ring of clarity mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +6 (+3 eff.) Confus- +20% ---------- misc Max.enc +21 Rings make your fingers look great! |
Jetmaim (15-22 power, 1 apr) Jetmaim (15-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 15.0 - 22.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +8 darkness While equipped: Stats +5 Str +6 Dex +6 Mag +6 Wil +5 Cun +6 Con dps ---------- Melee Ret 6 darkness ----- def ----- Crit.dmg- 15.00% Mind.save +3 (+2 eff.) Pinning- +20% Teleport- +20% Massive two-handed battleaxes. |
flaming iron greatmaul (16-25 power, 1 apr) flaming iron greatmaul (16-25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 16.5 - 24.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed mauls. |
potent ash vilestaff of fate (18-22 power, 3 apr, blight element) potent ash vilestaff of fate (18-22 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane Power 18.0 - 21.6 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 +6% Spell.pwr +8 (+4 eff.) Dmg.mod +18% blight ----- def ----- Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elm vilestaff (10-12 power, 2 apr, acid element) surging elm vilestaff (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Ego] Arcane 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.) S.pwr/crit +2 Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enveloping linen cloak of Iron Throne (7 def, 0 armour) enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +7 (+3 eff.) Phys.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. |
mindwoven linen robe of light (+19%) (0 def, 0 armour) mindwoven linen robe of light (+19%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +13% light ----- def ----- Resists +19% light +7% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+16%) (0 def, 0 armour) mindwoven woollen robe of fire (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% fire ----- def ----- Resists +9% all +16% fire Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Malublek (20 def, 3 armour) Malublek (20 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Defense +20 (+9 eff.) Fatigue +2% Resists +3% cold Spell.save +12 (+6 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brandwalker the iron gauntlets (0 def, 1 armour) Brandwalker the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 7 darkness Dmg.mod +4% darkness +6% fire ----- def ----- Armour +1 Fatigue +1% Resists +3% cold +6% darkness +6% temporal Max.HP +40.00 Def/telep +15 Res/telep +15% Dur/telep +15% 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. |
Sulfurglory (0 def, 2 armour) Sulfurglory (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Dex +5 Cun dps ---------- Melee+ 8 acid Dmg.mod +5% acid Acc +8 (+4 eff.) Apr +5 Melee Ret 4 arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +3% nature Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal 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. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
agate 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Runadas the iron pickaxe (dig speed 39 turns) Runadas the iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +1 Cun dps ---------- Res.pen +5% mind ----- def ----- Fatigue -5% Resists +12% lightning ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern 'Isunor' brass lantern 'Isunor'2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Cun +3 Str dps ---------- Crit.mult +5.00% Mind.pwr +15 (+7 eff.) Dmg.mod +9% physical Melee Ret 12 fire ----- def ----- Resists +6% fire Mind.save +3 (+2 eff.) ---------- 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
piercing elm wand of shielding [power 110] (25/20 cooldown) piercing elm wand of shielding [power 110] (25/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 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 When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mef the Cornac Necromancer level 8
1st Summertide 122nd year of Ascendancy at 00:37 see stats
By Mef the Cornac Necromancer level 10
6th Flare 122nd year of Ascendancy at 00:34 see stats
By Mef the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 15:59 see stats
By Mef the Cornac Necromancer level 7
1st Mirth 122nd year of Ascendancy at 05:04 see stats
Log
Isariathra the red crystal is not dazed anymore.
Armoured skeleton warrior hits Isariathra the red crystal for 48 physical, 5 temporal, 2 fire (55 total damage).
Isariathra the red crystal casts Flame Bolt.
Isariathra the red crystal's spell attains critical power!
Mef is on fire!
Isariathra the red crystal's Flame Bolt hits Mef for (103 absorbed), 0 fire (0 total damage).
Isariathra the red crystal loses 4 health to the entropy.
Burning from Skeleton mage hits Isariathra the red crystal for 7 fire damage.
Bleeding from Mef hits Isariathra the red crystal for 22 physical damage.
Spikes of Decrepitude hits Isariathra the red crystal for 12 cold, 6 darkness (18 total damage).
Burning from Isariathra the red crystal hits Mef for (35 absorbed), 0 fire (0 total damage).
Armoured skeleton warrior hits Isariathra the red crystal for 40 physical, 5 temporal, 2 fire (47 total damage).
Mef casts Rune: Shatter Afflictions.
Mef stops burning.
Isariathra the red crystal casts Netherblast.
Isariathra the red crystal loses 6 health to the entropy.
Burning from Skeleton mage hits Isariathra the red crystal for 7 fire damage.
Bleeding from Mef hits Isariathra the red crystal for 22 physical damage.
Your shield crumbles under the damage!
The shield around Mef crumbles.
Armoured skeleton warrior hits Isariathra the red crystal for 42 physical, 5 temporal, 2 fire (49 total damage).
Isariathra the red crystal's Netherblast hits Mef for (115 absorbed), 0 temporal, (25 absorbed), 150 darkness (150 total damage).
Spikes of Decrepitude hits Isariathra the red crystal for 11 cold, 6 darkness (17 total damage).
Mef unleashes a blast of frostdusk as he crosses the veil!
Mef uses iron torque of psionic shield!
Isariathra the red crystal casts Moonlight Ray.
Isariathra the red crystal hits Mef for (25 flat reduction), 245 darkness (245 total damage).
Mef the level 14 cornac necromancer was swallowed by the void to death by Isariathra the red crystal on level 2 of Scintillating Caves.