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 | Male |
Race | Dwarf |
Class | Necromancer |
Level / Exp | 32 / 92% |
Size | medium |
Lifes / Deaths | Killed by Adildath the red ooze at level 22 on the 2nd Steel 123rd year of Ascendancy at 23:43 3 / 3Killed by Vorurin the snow giant at level 27 on the 26th Steel 123rd year of Ascendancy at 20:06 Killed by Urkis, the High Tempest at level 32 on the 15th Stralite 123rd year of Ascendancy at 02:12 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 55 (base 52) |
Magic | 63 (base 60) |
Willpower | 38 (base 25) |
Cunning | 19 (base 11) |
Resources
Life | 561/561 |
Mana | 353/353 |
Soul | 13/14 |
Healing Factor | 1.4049358927269 |
Regeneration | 7.3759134368165 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8 |
See Stealth | 7 |
See Invisible | 16 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 23 |
Accuracy | 13 |
Crit Chance | 5% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +34% |
Temporal | +8% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Acid | +10% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 28 (30%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 2 |
Physical Save | 71 |
Spell Save | 72 |
Mental Save | 70 |
Defense: Resistances
Cold | + 24%( 70%) |
Lightning | + 34%( 70%) |
Darkness | + 63%( 70%) |
Temporal | + 25%( 70%) |
Blight | + 29%( 70%) |
Physical | + 28%( 70%) |
Fire | + 32%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 49% |
Teleport Resistance | 49% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 320 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 78 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
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 100 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 Constitution stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
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 | 1.44 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Golden Age of Necromancy |
talent | Erupting Shadows |
talent | Grim Shadow |
talent | Reaping |
talent | Hiemal Shield |
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 Adygara the wolf. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 AlchemistsUngrol 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 chunk of ghoul flesh. * You've found the needed green worm. * You've found the needed bloated horror heart. | 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 | insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +6% cold ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Light source | alchemist's lamp of corpselight alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +7% blight +8% darkness ---------- misc Light +4 Infravis +4 See.Invis +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 35 life. Creatures standing in the retch also have 8% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | linen wizard hat of darkness (+16%) (1 def, 0 armour) linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness A pointy cloth hat, very wizardly... |
Tool | extending iron torque of mindblast [power 100] (15 cooldown) extending iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Poroyalle Poroyalle0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Res.pen +10% acid Acc +6 (+6 eff.) On Hit (Melee): * 10% chance to reduce armor by 36% ----- def ----- HP.reg +3.00 Blind- +24% Stun/Frz- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +11 Rings make your fingers look great! |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around waist | blurring rough leather belt of unlife blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+4 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | Boryroddagogar the ash vilestaff (15-18 power, 3 apr, darkness element) Boryroddagogar the ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master 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 +12% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% darkness ----- def ----- Resists +6% darkness Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +9 (+2 eff.) Die.at -20.00 life Silence- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | Berudan (6 def, 10 armour) Berudan (6 def, 10 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) Melee+ 6 fire Ranged+ 5 fire ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +7% Resists +19% lightning +12% physical +11% fire Mind.save +3 (+0 eff.) Max.HP +23.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of leather. |
Cloak | 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 (+0 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+1 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. |
Around neck | Ololen Ololen0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun +2 Mag dps ---------- Mind.pwr +15 (+6 eff.) S.pwr/crit +3 ----- def ----- Phys.save +14 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +14 (+3 eff.) ---------- misc Mana/turn +0.19 Max.mana +21.00 Max.hate +2.00 Masteries +0.14 Spell/Animus Amulets make your neck look great! |
Inventory
NOTE: Con wanderer's gold amulet of willpower (+5)wanderer's gold amulet of willpower (+5) 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +2 Wil +3 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
copper ring 'Dourbraid' copper ring 'Dourbraid'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +6% light +15% blight +6% cold +5% arcane +6% darkness Mind.save +6 (+1 eff.) Rings make your fingers look great! |
copper ring of pilfering copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+7 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 137% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
NOTE: Con Borelarig the ash starstaff (15-18 power, 3 apr, temporal element)Borelarig the ash starstaff (15-18 power, 3 apr, temporal element) 5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.crit +6.0% Spell.crit +10% Crit.mult +11.00% Phys.pwr +7 (+6 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +6% blight +15% temporal Res.pen +5% blight Acc +6 (+6 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- HP.reg +0.70 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
NOTE: Con Oladraroddarath the mossy mindstar (2-2 power, 12 apr, nature damage)Oladraroddarath the mossy mindstar (2-2 power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +1 Str +3 Wil +1 Cun +4 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
spellwoven Rags of the Sanctuary of blight (+11%) (0 def, 0 armour) spellwoven Rags of the Sanctuary of blight (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight +7% all Spell.save +17 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
NOTE: Con verdant cashmere robe of the mind (+16%) (0 def, 0 armour)verdant cashmere robe of the mind (+16%) (0 def, 0 armour) 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Con dps ---------- Dmg.mod +6% nature +16% mind ----- def ----- Resists +16% mind +11% all Poison- +21% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Carrionnoon (0 def, 0 armour) Carrionnoon (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +8 Mag +4 Wil dps ---------- Spell.crit +13% Spell.pwr +25 (+8 eff.) Dmg.mod +29% temporal +12% blight +16% physical +3% nature +18% arcane Res.pen +9% temporal +5% nature +9% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +3% nature +13% all Anom.red +12 ---------- misc Mana/turn +0.24 Max.mana +74.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
NOTE: Con Radianceserpent (1 def, 6 armour)Radianceserpent (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun +2 Con dps ---------- Res.pen +5% light ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
NOTE: Con Emulaith the Flowerroar (0 def, 4 armour)Emulaith the Flowerroar (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Wil +2 Cun +4 Con dps ---------- Mind.pwr +35 (+12 eff.) Res.pen +10% nature +7% physical Melee Ret 10 light ----- def ----- Armour +4 Fatigue +3% ---------- misc Max.hate +2.00 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
NOTE: Con Hathydur the Radianceoracle (0 def, 1 armour)Hathydur the Radianceoracle (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Con dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning Res.pen +25% light ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +3% mind ---------- 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. |
Glurenne the hardened leather cap (20 def, 3 armour) Glurenne the hardened leather cap (20 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con ----- def ----- Armour +3 Defense +20 (+9 eff.) Fatigue +3% Resists +6% temporal Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Stun/Frz- +20% A cap made of leather. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(93 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Cobratooth' (dig speed 16 turns) dwarven-steel pickaxe 'Cobratooth' (dig speed 16 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Con dps ---------- Crit.mult +15.00% Phys.pwr +7 (+6 eff.) Dmg.mod +7% nature Res.pen +10% nature Apr +6 On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +12% nature Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +1 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 (1/1) Rod of Annulment (1/1)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 30/30 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. |
focusing steel torque of clear mind [power 2] (25 cooldown) focusing steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Tundrashear the ash wand of shielding [power 182] (20 cooldown) Tundrashear the ash wand of shielding [power 182] (20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% darkness +15% cold Res.pen +5% cold Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 24% for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 1 beneficial effects by 1. 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Achievements
By Riz the Dwarf Necromancer level 20
12nd Shortage 122nd year of Ascendancy at 23:44 see stats
By Riz the Dwarf Necromancer level 24
9th Steel 123rd year of Ascendancy at 04:30 see stats
By Riz the Dwarf Necromancer level 32
15th Stralite 123rd year of Ascendancy at 08:19 see stats
By Riz the Dwarf Necromancer level 10
3rd Dearth 122nd year of Ascendancy at 17:09 see stats
By Riz the Dwarf Necromancer level 20
18th Loss 122nd year of Ascendancy at 20:31 see stats
By Riz the Dwarf Necromancer level 30
2nd Gold 123rd year of Ascendancy at 06:04 see stats
By Riz the Dwarf Necromancer level 31
23rd Gold 123rd year of Ascendancy at 15:30 see stats
By Riz the Dwarf Necromancer level 5
17th Voratun 122nd year of Ascendancy at 18:41 see stats
By Riz the Dwarf Necromancer level 1
16th Voratun 122nd year of Ascendancy at 13:49 see stats
By Riz the Dwarf Necromancer level 6
8th Profit 122nd year of Ascendancy at 02:30 see stats
By Riz the Dwarf Necromancer level 10
6th Dearth 122nd year of Ascendancy at 19:14 see stats
By Riz the Dwarf Necromancer level 23
5th Steel 123rd year of Ascendancy at 08:33 see stats
By Riz the Dwarf Necromancer level 17
11st Loss 122nd year of Ascendancy at 22:43 see stats
Log
Today is the 16th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.
Today is the 17th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
There is a Passageway into the Trollmire here (press '' or right click to use).
You don't see how to get there...
Today is the 18th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Today is the 19th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
Today is the 20th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 21st Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 22nd Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Today is the 23rd Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 24th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Today is the 25th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 26th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 27th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 28th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 29th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 30th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 31st Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 32nd Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:18.
Today is the 33rd Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
Today is the 34th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a Passageway into the Daikara here (press '' or right click to use).