










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
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: Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Items Vault 1.7.0Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Ziguranth Genocide 1.7.4After Protector Myssil died some say by the daggers of a shadowy backstabber, while others bespoke of a crazed mage drawing fiendish black magicks, the fanatic Ziguranth order crumbled into chaos, and its numbers dwindled into insignificance. Completely removes Ziguranth patrols after Myssil dies. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
Annoying Sounds Fix 1.7.2This game is filled with super loud sounds that are played far too frequently. This mod should fix that. Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) 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 MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Necromancer |
Level / Exp | 25 / 95% |
Size | medium |
Lifes / Deaths | Killed by Poliratha the netherworm mass at level 25 on the 31st Haze 122nd year of Ascendancy at 01:38 / 2Killed by Poliratha the netherworm mass at level 25 on the 31st Haze 122nd year of Ascendancy at 01:59 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 21 (base 10) |
Constitution | 52 (base 31) |
Magic | 50 (base 38) |
Willpower | 50 (base 43) |
Cunning | 33 (base 19) |
Resources
Life | -736/247 |
Mana | 373/468 |
Soul | 9/19 |
Healing Factor | 1.289329218765 |
Regeneration | 99.574114438289 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 29 |
Accuracy | 17 |
Crit Chance | 25% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Nature | +20% |
Darkness | +27% |
Light | +36% |
Temporal | +21% |
Blight | +4% |
Physical | +24% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +29% |
Light | +24% |
Temporal | +24% |
Fire | +19% |
All | +14% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 1 |
Physical Save | 34 |
Spell Save | 40 |
Mental Save | 36 |
Defense: Resistances
Light | + 56%( 74%) |
Nature | + 46%( 74%) |
Blight | + 27%( 74%) |
Arcane | + 26%( 74%) |
Cold | + 43%( 74%) |
All | + 22%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 28% |
Poison Resistance | 28% |
Stun Resistance | 29% |
Inscriptions (4/5)
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 50 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 fire, 3 temporal, 2 physical |
Class Talents
Cunning / Shadow magic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 3.90 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.70 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Technique / Magical combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Spell / Necrosis | 1.70 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 13/50 |
| 0/50 |
| 0/3 |
| 0/2 |
| 0/2 |
| 1/2 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target's combat ability is reduced, reducing its attack by 26. Sunder Arms |
beneficial effect | The target has 69 increased life regeneration. Recovery |
beneficial effect | Bring the night! Crepuscule |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost soldier to the recall portal on level 2 of Trollmire. Escort: lost soldier (level 2 of Trollmire)As a reward you improved Constitution by +8. | done |
You successfully escorted the lost spellblade to the recall portal on level 1 of Old Forest. Escort: lost spellblade (level 1 of Old Forest)As a reward you improved Magic by +8. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 32. | 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. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed length of troll intestine. 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 naga tongue. * You've found the needed green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +5 (+3 eff.) Dmg.mod +9% darkness Res.pen +5% all Apr +13 ----- def ----- Armour +4 Resists +10% light Affinity +5% darkness ---------- misc Light +6 Infravis +2 Unleash a corrosive blast of acid, inflicting 58.48 Acid damage in radius 4 (based on Cunning). Creatures in the area may take 43.0 addional acid damage and have their armor reduced by 9.0 over 6 turns Puts all charms on 24 cooldown A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Defense +1 (+0 eff.) Spell.save +3 (+1 eff.) HP.reg +4.00 ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Dmg.mod +9% physical ----- def ----- Armour +6 Sting an enemy dealing 112 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +5 Cun +2 Con dps ---------- Dmg.mod +15% light Acc +5 (+2 eff.) Melee Ret 4 light ----- def ----- Resists +33% light Spell.save +11 (+3 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +3 Str dps ---------- Ranged+ 11 entangle Dmg.mod +6% temporal Res.pen +10% temporal On Hit (Melee): * 9% chance to slow global speed by 54% ----- def ----- Fatigue -6% Mind.save +7 (+3 eff.) HP.reg +4.00 Stun/Frz- +29% ---------- misc Max.enc +26 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.pwr +18 (+6 eff.) Res.pen +5% fire ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Max.hate +2.00 Max.psi +20.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% temporal +15% physical +15% darkness +15% light ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +4 Cun +2 Con dps ---------- Melee+ 7 blight Dmg.mod +4% blight +6% light Res.pen +10% light Acc +6 (+3 eff.) Apr +7 ----- def ----- Armour +2 Resists +6% blight Phys.save +10 (+5 eff.) Spell.save +4 (+1 eff.) Mind.save +3 (+1 eff.) Disarm- +28% ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +20% nature Res.pen +9% all ----- def ----- Resists +21% nature +5% arcane +9% all Res.Cap +4% all Phys.save +6 (+3 eff.) Poison- +28% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Wil +1 Mag dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness Melee Ret 4 darkness ----- def ----- Defense +1 (+0 eff.) Resists +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 66 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 create a protective shield absorbing at most 253 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 71 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +13% cold Res.pen +21% cold Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 22 While equipped: Stats +3 Dex +4 Mag dps ---------- Res.pen +25% blight Acc +10 (+5 eff.) ----- def ----- Defense +12 (+6 eff.) Resists +5% physical Disarm- +45% Confus- +20% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 light Against +19% Demon +12% Horror On Hit.r1 +10 darkness On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Strike your target with a blast of Arcane energy dealing 100 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: Stats +1 Wil dps ---------- Phys.crit +12.0% Crit.mult +23.00% Mind.pwr +15 (+5 eff.) Res.pen +10% light ---------- misc Hate/m.crit +3.00 Max.psi +30.00 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 44.0 - 70.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 trident 2H weapon [Normal] Power 17.5 - 28.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Against +8% Undead On Crit: * On a Crit, strike your target with a blast of Light dealing 68 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 17 for the duration. While equipped: dps ---------- Crit.mult +13.00% Acc +7 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +23% One-handed war axes. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% all Acc +10 (+5 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +16 Atk.spd 100% Range +8 Proj.spd +600% On Crit: * Sunder's the enemy's weapon for 5 turns. Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego] Master Power 40.5 - 56.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.5% Capacity 45 Rld cld 5 Ranged+ +5 light Against +7% Undead Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 cloth armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +21% mind +6% cold Res.pen +10% cold Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +4 Defense +4 (+2 eff.) Resists +11% all Phys.save +24 (+10 eff.) ---------- misc Hate/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +6% mind Mind.save +29 (+11 eff.) A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% lightning HP.reg +4.90 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
![]() 1.0 T3 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% darkness +18% lightning Res.pen +15% lightning +20% fire +20% light ----- def ----- Resists +10% acid +15% fire +12% light +8% blight ---------- misc Light +3 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +25% nature ----- def ----- Defense +32 (+16 eff.) Resists +31% blight +16% nature +6% light Mind.save +6 (+3 eff.) HP.reg +4.00 Heal.mod +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Defense +11 (+5 eff.) Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% physical +10% temporal Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 79.20 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 79.20 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 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. |
![]() 2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Artemiel the Doomelf Necromancer level 15
31st Dusk 122nd year of Ascendancy at 02:40 see stats
By Artemiel the Doomelf Necromancer level 22
1st Time of Equilibrium 122nd year of Ascendancy at 20:28 see stats
By Artemiel the Doomelf Necromancer level 24
26th Haze 122nd year of Ascendancy at 08:34 see stats
By Artemiel the Doomelf Necromancer level 6
76th Pyre 122nd year of Ascendancy at 22:56 see stats
By Artemiel the Doomelf Necromancer level 23
3rd Haze 122nd year of Ascendancy at 14:46 see stats
By Artemiel the Doomelf Necromancer level 10
5th Dusk 122nd year of Ascendancy at 02:54 see stats
By Artemiel the Doomelf Necromancer level 20
78th Dusk 122nd year of Ascendancy at 08:59 see stats
By Artemiel the Doomelf Necromancer level 23
3rd Haze 122nd year of Ascendancy at 14:16 see stats
By Artemiel the Doomelf Necromancer level 1
74th Pyre 122nd year of Ascendancy at 11:28 see stats
By Artemiel the Doomelf Necromancer level 9
1st Mirth 122nd year of Ascendancy at 10:14 see stats
By Artemiel the Doomelf Necromancer level 14
23rd Dusk 122nd year of Ascendancy at 11:24 see stats
By Artemiel the Doomelf Necromancer level 22
1st Haze 122nd year of Ascendancy at 07:24 see stats
By Artemiel the Doomelf Necromancer level 15
34th Dusk 122nd year of Ascendancy at 14:00 see stats
By Artemiel the Doomelf Necromancer level 25
31st Haze 122nd year of Ascendancy at 01:38 see stats
Log
Poliratha the netherworm mass hits Ghast for 21 lightning, 18 cold (39 total damage).
Poliratha the netherworm mass hits Artemiel for (17 absorbed), 0 lightning, (11 shifted), 0 cold, (11 absorbed), 0 cold (0 total damage).
Poliratha the netherworm mass hits Ghast for 21 lightning, 18 cold (39 total damage).
Poliratha the netherworm mass hits Ghast for 21 lightning, 18 cold (39 total damage).
Poliratha the netherworm mass hits Something for 21 lightning, 16 cold (37 total damage).
Ghoulking hits Poliratha the netherworm mass for 184 healing, 81 healing, 296 healing, 81 healing, 23 healing, 20 healing, 138 healing (0 total damage) [822 healing].
Ghast hits Poliratha the netherworm mass for 23 healing, 20 healing (0 total damage) [42 healing].
Ghoulking hits Poliratha the netherworm mass for 23 healing, 12 healing (0 total damage) [34 healing].
Ghast hits Poliratha the netherworm mass for 23 healing, 20 healing (0 total damage) [42 healing].
Ghast hits Poliratha the netherworm mass for 23 healing, 20 healing (0 total damage) [42 healing].
Ghast hits Poliratha the netherworm mass for 23 healing, 20 healing (0 total damage) [42 healing].
Ghast hits Poliratha the netherworm mass for 23 healing, 20 healing (0 total damage) [42 healing].
Something hits Poliratha the netherworm mass for 23 healing, 17 healing (0 total damage) [40 healing].
Ghast misses Poliratha the netherworm mass.
Ghast misses Poliratha the netherworm mass.
Ghoulking misses Poliratha the netherworm mass.
Ghast misses Poliratha the netherworm mass.
Artemiel hits Poliratha the netherworm mass for 91 darkness damage.
Ghast slows down.
Ghast slows down.
Ghast slows down.
Poliratha the netherworm mass casts Shadowstep.
Poliratha the netherworm mass performs a melee critical strike against Artemiel!
Your shield crumbles under the damage!
The shield around Artemiel crumbles.
Artemiel is recovering from the damage!
Artemiel resists the terror!
Artemiel's fighting ability is impaired!
Poliratha the netherworm mass performs a melee critical strike against Artemiel!