










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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.
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Necromancer |
Level / Exp | 28 / 82% |
Size | small |
Lifes / Deaths | Killed by Lisuna the midge swarm at level 21 on the 73rd Dusk 122nd year of Ascendancy at 15:52 / 2Killed by Emuleta the bandit at level 28 on the 36th Regrowth 123rd year of Ascendancy at 22:21 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 20 (base 13) |
Constitution | 21 (base 16) |
Magic | 84 (base 58) |
Willpower | 37 (base 13) |
Cunning | 64 (base 46) |
Resources
Life | -543/550 |
Mana | 433/518 |
Soul | 16/18 |
Healing Factor | 1.3248044672221 |
Regeneration | 0.33120111680552 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 37.390773745007 |
See Invisible | 37.390773745007 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 32 |
Accuracy | 18 |
Crit Chance | 24% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +10% |
Physical | +41% |
Arcane | +8% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Physical | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 33 (40.65183292883%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 36 |
Mental Save | 48 |
Defense: Resistances
Darkness | + 48%( 70%) |
Light | + 48%( 70%) |
Physical | + 45%( 70%) |
Arcane | + 44%( 70%) |
Nature | + 42%( 70%) |
All | + 35%( 70%) |
Defense: Immunities
Confusion Resistance | 36% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 212 damage for 4 turns. Its effects scale with your Dexterity 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 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. |
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 96 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Xonn the umber hulk. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 27. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. 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 green worm. * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +6 Mag +4 Wil +7 Lck dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +1 Stealth +6 ---------- misc Mana/s.crit +1.00 Max.mana +40.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Mag dps ---------- Crit.mult +20.00% Apr +1 Melee Ret 4 blight ----- def ----- Defense +10 (+4 eff.) Max.HP +43.00 ---------- misc Mana/turn +0.08 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 | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil +4 Con dps ---------- Apr +6 ----- def ----- Armour +4 Defense +15 (+6 eff.) Fatigue +4% Resists +11% nature Phys.save +12 (+6 eff.) Spell.save +6 (+3 eff.) Max.HP +63.00 Heal.mod +13% ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% physical ----- def ----- Armour +12 Resists +5% arcane Spell.save +3 (+2 eff.) ---------- misc Stam/turn +1.00 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Wil +5 Cun dps ---------- Mind.pwr +16 (+5 eff.) Dmg.mod +6% mind Melee Ret 4 nature ----- def ----- Armour +8 Mind.save +6 (+2 eff.) Confus- +26% ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +8 Wil +5 Cun dps ---------- Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +10% light +3% arcane Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +20% light +5% arcane Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 42% ----- def ----- Crit.chn- 5.00% Max.HP +34.00 Heal.mod +10% Confus- +10% Pinning- +20% A belt that goes around your waist. |
In main hand | ![]() 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 +17% Crit.mult +13.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% physical Res.pen +5% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Armour +3 Hardiness +5% Resists +6% darkness Phys.save +6 (+3 eff.) ---------- misc Mana/turn +0.18 Max.mana +54.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 8 arcane Dmg.mod +5% arcane ----- def ----- Armour +5 Fatigue +3% Resists +5% arcane Mind.save +9 (+3 eff.) Max.HP +46.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +16% physical ----- def ----- Resists +11% all +16% physical Mind.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Mag ----- def ----- Defense +1 (+0 eff.) Crit.chn- 5.00% Phys.save +6 (+3 eff.) Mind.save +15 (+5 eff.) Die.at -50.00 life ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 26%, your defense is increased by 26 and all your resistances by 26%. 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 48 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 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 186 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 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 366 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck dps ---------- Dmg.mod +6% arcane Res.pen +5% arcane Acc +8 (+4 eff.) ----- def ----- Defense +9 (+4 eff.) Resists +9% acid +12% light Unseen.red 12% Confus- +10% Pinning- +10% ---------- misc Mana/s.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Resists +3% blight +12% temporal +12% darkness Spell.save +6 (+3 eff.) Pinning- +21% Knockbk- +23% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +3% S.pwr/crit +4 Melee Ret 10 arcane ----- def ----- Resists +6% temporal Blind- +31% ---------- misc Vim/s.crit +1.00 Infravis +5 See.Stealth +10 See.Invis +11 Rings make your fingers look great! |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Power 21.5 - 34.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Str +2 Wil +2 Cun dps ---------- Acc +10 (+5 eff.) Melee Ret 10 physical ----- def ----- Defense +10 (+4 eff.) Disarm- +42% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +7 (+3 eff.) Apr +6 Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Rare] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 light Against +8% Undead While equipped: Stats +2 Mag +4 Wil +9 Con dps ---------- Melee Ret 4 mind ----- def ----- Mind.save +6 (+2 eff.) Blunt and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +22.00% Spell.pwr +3 (+0 eff.) Dmg.mod +6% blight +10% fire Res.pen +10% nature +15% physical Melee Ret 2 physical ----- def ----- Defense +25 (+9 eff.) ---------- misc Stam/turn +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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 +2% Spell.pwr +13 (+3 eff.) S.pwr/crit +7 Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 27.29 to 32.74 fire damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +11 cold While equipped: Stats +3 Str dps ---------- Dmg.mod +24% arcane ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +2 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 42% ----- def ----- Resists +3% darkness +9% lightning HP.reg +0.90 Heal.mod +13% A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% physical Res.pen +5% acid ----- def ----- Resists +6% fire +5% cold Mind.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Apr +3 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +1 (+0 eff.) Resists +6% acid +6% fire +6% lightning +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 54.90 to 68.62 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) Dmg.mod +9% acid +3% arcane Res.pen +10% arcane ----- def ----- Resists +6% acid +7% all Spell.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +7% all +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% acid +5% physical +11% fire +13% arcane +7% cold ----- def ----- Resists +11% acid +11% physical +11% fire +12% cold +9% all ---------- misc Max.mana +10.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +14% acid +3% temporal +6% nature +11% lightning Acc +5 (+2 eff.) ----- def ----- Armour +6 Resists +21% acid +16% lightning +9% all Poison- +23% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +5 Resists +9% acid +6% darkness +9% fire +6% cold +6% lightning A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +1 Con dps ---------- Melee+ 7 physical 9 cold Dmg.mod +3% cold +6% temporal +5% physical Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +8 Resists +6% temporal +5% cold Phys.save +15 (+8 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+1 eff.) Disarm- +31% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +3% nature +9% arcane Res.pen +5% blight ----- def ----- Armour +1 Resists +6% nature +6% darkness Spell.save +3 (+2 eff.) ---------- misc Mana/s.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% physical ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +1% Phys.save +9 (+5 eff.) Die.at -40.00 life A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +11% light +10% darkness Die.at -20.00 life Max.HP +40.00 A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +7 Mag +11 Con dps ---------- Dmg.mod +24% arcane +12% lightning Melee Ret 4 acid ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning Shield.pwr +7% HP.reg +3.70 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Defense +1 (+0 eff.) Resists +15% fire Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +18% lightning +12% light +12% darkness A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Psionic While equipped: Stats +5 Dex +5 Wil dps ---------- Res.pen +20% cold Melee Ret 6 lightning ----- def ----- Armour +7 Fatigue +22% Resists +6% mind Mind.save +12 (+4 eff.) ---------- misc Infravis +3 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +14 Defense +6 (+3 eff.) Fatigue +22% Resists +13% blight +15% darkness Mind.save +15 (+5 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +12% nature +14% blight ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% light +6% mind Res.pen +25% light ----- def ----- 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. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+1 eff.) Heal.mod +10% ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T1 shot ammo [Rare] Arcane Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Ranged+ +20 blight On Hit.r1 +16 mind +7 fire On Hit: * 20% chance to reduce all saves and defense by 28 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego] Master Power 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +10 Apr +5 Crit +5.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 13 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Anka the Halfling Necromancer level 27
31st Regrowth 123rd year of Ascendancy at 23:23 see stats
By Anka the Halfling Necromancer level 15
14th Dusk 122nd year of Ascendancy at 05:44 see stats
By Anka the Halfling Necromancer level 22
74th Dusk 122nd year of Ascendancy at 15:46 see stats
By Anka the Halfling Necromancer level 26
16th Regrowth 123rd year of Ascendancy at 22:54 see stats
By Anka the Halfling Necromancer level 27
18th Regrowth 123rd year of Ascendancy at 15:08 see stats
By Anka the Halfling Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 03:27 see stats
By Anka the Halfling Necromancer level 20
68th Dusk 122nd year of Ascendancy at 06:04 see stats
By Anka the Halfling Necromancer level 25
4th Regrowth 123rd year of Ascendancy at 08:29 see stats
By Anka the Halfling Necromancer level 11
4th Flare 122nd year of Ascendancy at 03:11 see stats
By Anka the Halfling Necromancer level 7
78th Pyre 122nd year of Ascendancy at 14:48 see stats
By Anka the Halfling Necromancer level 25
1st Allure 123rd year of Ascendancy at 09:01 see stats
By Anka the Halfling Necromancer level 10
5th Mirth 122nd year of Ascendancy at 17:04 see stats
By Anka the Halfling Necromancer level 21
72nd Dusk 122nd year of Ascendancy at 04:35 see stats
By Anka the Halfling Necromancer level 15
5th Dusk 122nd year of Ascendancy at 17:03 see stats
By Anka the Halfling Necromancer level 21
73rd Dusk 122nd year of Ascendancy at 15:52 see stats
Log
Frost Cut from Anka hits Bethuthra the assassin for 39 cold damage.
Anka casts Black Ice.
Anka's spell attains critical power!
Anka hits Salywyn the cutpurse for 213 cold damage.
Emuleta the bandit rushes out!
Anka evades Emuleta the bandit.
Emuleta the bandit is poisoned!
Cyrebeth the rogue's Shoot hits Emuleta the bandit for 80 physical, 2 fire (82 total damage).
Anka stops burning.
Spikes of Decrepitude hits Salywyn the cutpurse for 31 cold, 37 darkness (68 total damage).
Deadly Poison from Cyrebeth the rogue hits Anka for 10 nature damage.
Frost Cut from Anka hits Emuleta the bandit for 47 cold damage.
Frost Cut from Anka hits Salywyn the cutpurse for 69 cold damage.
Emuleta the bandit's firestorm hits Anka for 95 fire damage.
Deadly Poison from Cyrebeth the rogue hits Emuleta the bandit for 12 nature damage.
Frost Cut from Anka killed Salywyn the cutpurse!
Connection to online server lost, trying to reconnect.
Connection to online server established.
Emuleta the bandit casts Throw Bomb.
Anka is on fire!
Emuleta the bandit hits Anka for 36 fire damage.
Cyrebeth the rogue activates a prepared device.
Emuleta the bandit shrugs off the effect 'Spike of Decrepitude'!
Talent Track is ready to use.
Spikes of Decrepitude hits Emuleta the bandit for 24 cold, 24 darkness (48 total damage).
Emuleta the bandit's firestorm hits Anka for 95 fire damage.
Burning from Emuleta the bandit hits Anka for 12 fire damage.
Deadly Poison from Cyrebeth the rogue hits Anka for 10 nature damage.
Anka the level 28 halfling necromancer was toasted to death by Emuleta the bandit on level 1 of Damp Cave.