Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Higher |
Class | Necromancer |
Level / Exp | 29 / 70% |
Size | medium |
Lifes / Deaths | Killed by Yvedavena the sick treant at level 11 on the 30th Haze 122nd year of Ascendancy at 21:13 0 / 7Killed by Salildassra the bandit at level 13 on the 43rd Haze 122nd year of Ascendancy at 18:30 Killed by Liz at level 21 on the 15th Regrowth 123rd year of Ascendancy at 23:45 Killed by Mayurada the gigantic gravity worm at level 21 on the 16th Regrowth 123rd year of Ascendancy at 15:33 Killed by Bethubrewen the weaver young at level 24 on the 28th Regrowth 123rd year of Ascendancy at 19:13 Killed by Elumira the armoured skeleton warrior at level 28 on the 15th Pyre 123rd year of Ascendancy at 14:32 Killed by Weirdling Beast at level 29 on the 31st Pyre 123rd year of Ascendancy at 03:05 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 33 (base 32) |
Magic | 69 (base 60) |
Willpower | 21 (base 17) |
Cunning | 40 (base 30) |
Resources
Life | -442/382 |
Mana | 164/351 |
Soul | 9/14 |
Healing Factor | 1.1789294477288 |
Regeneration | 0.29473236193219 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +12.5% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 12 |
Infravision | 1 |
See Stealth | 7 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 31 |
Accuracy | 7 |
Crit Chance | 13% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Nature | +3% |
Lightning | +4% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Darkness | +30% |
Fire | +10% |
Mind | +20% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 5 |
Physical Save | 21 |
Spell Save | 45 |
Mental Save | 14 |
Defense: Resistances
Nature | + 29%( 70%) |
Lightning | + 35%( 70%) |
Acid | + 29%( 70%) |
Cold | + 50%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 45%( 70%) |
Fire | + 24%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Confusion Resistance | 11% |
Instadeath Resistance | 100% |
Stun Resistance | 74% |
Poison Resistance | 33% |
Blind Resistance | 36% |
Inscriptions (4/4)
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 338 damage for 4 turns. Its effects scale with your Magic 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 121 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: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
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 91 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 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 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Belorin the wolf. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by Mayuth the giant army ant. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the injured seer from death by thought-forged warrior. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 electric eel tail. * You've found the needed giant spider spinneret. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed bloated horror heart. * You've found the needed hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Light source | watchleader's brass lantern of health watchleader's brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +43.00 Blind- +21% Confus- +12% ---------- misc Light +7 See.Stealth +7 See.Invis +8 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 8 turns. The radius will increase with your Cunning. 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 | rough leather cap 'Brandsmash' (0 def, 1 armour) rough leather cap 'Brandsmash' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +5 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
Tool | focusing yew wand of lightning storm [power 230] (15 cooldown) focusing yew wand of lightning storm [power 230] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (239 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Furnacetide' steel ring 'Furnacetide'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +7 Str dps ---------- Res.pen +10% fire ----- def ----- Resists +8% blight +9% fire +7% nature +12% cold Poison- +13% Disease- +15% ---------- misc Light +2 See.Invis +6 Rings make your fingers look great! |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 92.12 You won the Ring of Blood trial, and this is your reward. |
Around waist | Arthirig the rough leather belt Arthirig the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Phys.save +5 (+3 eff.) Spell.save +9 (+3 eff.) Stun/Frz- +20% ---------- misc Hate/m.crit +2.00 A belt that goes around your waist. |
In main hand | elven-wood magestaff 'Gloomarc' (25-30 power, 5 apr, darkness element) elven-wood magestaff 'Gloomarc' (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +14.00% Spell.pwr +22 (+7 eff.) Dmg.mod +3% nature +25% darkness Res.pen +15% darkness On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +7 Defense +7 (+6 eff.) ---------- misc Max.P.En +5.00 Max.N.En +5.00 Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | iron gauntlets 'Belywe' (0 def, 1 armour) iron gauntlets 'Belywe' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +3 Mag +1 Con dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +9% acid ---------- misc Light +3 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 | rough leather armour 'Singeknight' (3 def, 2 armour) rough leather armour 'Singeknight' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% fire Res.pen +15% darkness ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +6% nature +17% cold Poison- +20% Disarm- +20% Stun/Frz- +20% A suit of armour made of leather. |
Cloak | Iveyawyn (1 def, 0 armour) Iveyawyn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Res.pen +20% mind On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Defense +1 (+1 eff.) Resists +6% cold +5% arcane +3% nature Stun/Frz- +10% 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 'Aryma' copper amulet 'Aryma'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +17% lightning +6% acid +5% arcane +3% blight Stun/Frz- +24% Amulets make your neck look great! |
Inventory
blink rune of the wizard (range 6; phase 18; cd 10) blink rune of the wizard (range 6; phase 18; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet of strength (+2) restful copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) Rings make your fingers look great! |
mule's copper ring mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
Silawen the Voidvenom Silawen the Voidvenom0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +18% physical On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +6 Defense +20 (+12 eff.) Phys.save +8 (+4 eff.) Die.at -40.00 life Rings make your fingers look great! |
conjurer's gold ring conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
elm bonestaff (10-12 power, 2 apr, darkness element) elm bonestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Shiverhack' (19-22 power, 3 apr, darkness element) ash starstaff 'Shiverhack' (19-22 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +13 (+4 eff.) Dmg.mod +9% cold +19% darkness +9% arcane Res.pen +9% darkness Phasing +14% ----- def ----- Defense +13 (+9 eff.) Resists +5% arcane Shield.pwr +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Shadownail (0 def, 0 armour) Shadownail (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +12% lightning +13% fire +3% darkness Melee Ret 4 acid 2 darkness ----- def ----- Resists +18% lightning +3% darkness +19% fire +3% acid +9% all Mind.save +17 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Neriressra the cashmere robe (0 def, 0 armour) Neriressra the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +14% lightning +14% cold +6% mind Res.pen +5% mind +10% acid On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +21% lightning +7% blight +21% cold +6% mind +11% all Max.HP +49.00 HP.reg +1.50 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour (3 def, 2 armour) rejuvenating rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% HP.reg +2.10 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
Layobretta the Freezeorder Layobretta the Freezeorder1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +3% acid Res.pen +20% cold ----- def ----- Resists +3% acid +6% cold Max.HP +32.00 A belt that goes around your waist. |
linen cloak of implacability (1 def, 0 armour) linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour) resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chalileg (2 def, 0 armour) Chalileg (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Dex +2 Wil ----- def ----- Defense +2 (+2 eff.) Resists +3% mind Crit.chn- 5.00% Phys.save +9 (+5 eff.) Mind.save +8 (+7 eff.) Die.at -50.00 life Disease- +10% Silence- +10% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Raintide' (0 def, 3 armour) pair of rough leather boots 'Raintide' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% cold Melee Ret 2 mind 6 nature ----- def ----- Armour +3 ---------- misc Infravis +2 A pair of boots made of leather. |
pair of rough leather boots 'Ulfuntir' (0 def, 3 armour) pair of rough leather boots 'Ulfuntir' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +13 (+6 eff.) Apr +4 ----- def ----- Armour +3 Die.at -60.00 life ---------- misc Max.stam +10.00 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 40% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
Runygahek the linen wizard hat (1 def, 0 armour) Runygahek the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +11% physical Res.pen +5% blight ----- def ----- Defense +1 (+1 eff.) Resists +11% physical ---------- misc Max.mana +80.00 Light +3 A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour) mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% acid ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Morningvice Morningvice2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% light ----- def ----- Armour +12 Resists +5% arcane Die.at -20.00 life Max.HP +45.00 ---------- 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. |
Prismwisp the brass lantern Prismwisp the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Defense +10 (+7 eff.) Resists +6% light +3% fire Max.HP +42.00 ---------- 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Serpentbringer Serpentbringer1.0 T5 lite [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +3% nature Res.pen +11% all Apr +13 ----- def ----- Resists +6% temporal +3% light +6% fire +3% nature +3% cold Mind.save +25 (+15 eff.) ---------- misc Light +6 See.Stealth +40 See.Invis +38 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
sapper's iron pickaxe (dig speed 31 turns) sapper's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+4 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (0/1) Rod of Annulment (0/1)2.0 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 30 power out of 12/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
soothing elm wand of conjuration [power 105] (15 cooldown) soothing elm wand of conjuration [power 105] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 acid damage Puts all charms on 15 cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Liz the Higher Necromancer level 11
25th Haze 122nd year of Ascendancy at 13:00 see stats
By Liz the Higher Necromancer level 24
27th Regrowth 123rd year of Ascendancy at 21:50 see stats
By Liz the Higher Necromancer level 29
29th Pyre 123rd year of Ascendancy at 00:13 see stats
By Liz the Higher Necromancer level 21
70th Haze 122nd year of Ascendancy at 02:18 see stats
By Liz the Higher Necromancer level 10
69th Dusk 122nd year of Ascendancy at 03:36 see stats
By Liz the Higher Necromancer level 20
67th Haze 122nd year of Ascendancy at 11:49 see stats
By Liz the Higher Necromancer level 28
71st Regrowth 123rd year of Ascendancy at 16:17 see stats
By Liz the Higher Necromancer level 11
30th Haze 122nd year of Ascendancy at 20:57 see stats
By Liz the Higher Necromancer level 7
43rd Dusk 122nd year of Ascendancy at 04:47 see stats
By Liz the Higher Necromancer level 7
12nd Dusk 122nd year of Ascendancy at 23:04 see stats
By Liz the Higher Necromancer level 23
24th Regrowth 123rd year of Ascendancy at 22:55 see stats
By Liz the Higher Necromancer level 17
57th Haze 122nd year of Ascendancy at 04:43 see stats
Log
Liz overcomes the gloom.
A shield forms around Liz.
Liz activates Hiemal Shield.
Weirdling Beast seems more focused.
Weirdling Beast uses Mind Sear.
Weirdling Beast's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Liz crumbles.
Weirdling Beast hits Liz for (121 absorbed), (233 absorbed), 0 mind (0 total damage).
Liz's Hiemal Shield hits Weirdling Beast for (53 absorbed), 0 cold (0 total damage).
Talent Spikes of Decrepitude is ready to use.
Talent Erupting Shadows is ready to use.
Liz activates Erupting Shadows.
Weirdling Beast casts Taint: Devourer.
Liz deactivates Hiemal Shield.
Liz deactivates Reaping.
Liz deactivates Golden Age of Necromancy.
Taint: Devourer hits Weirdling Beast for 90 healing, 90 healing, 90 healing, 90 healing (0 total damage) [363 healing].
Liz casts Invoke Darkness.
Liz receives 1 healing from Bloodcaller.
Liz hits Shadow for 53 darkness damage.
Liz hits Weirdling Beast for (188 absorbed), 0 darkness (0 total damage).
Liz moves reluctantly!
Weirdling Beast uses Infusion: Wild.
Weirdling Beast lessens the pain.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Liz for 223 mind damage.
Liz the level 29 higher necromancer was mindraped to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.