










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. 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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! 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:
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 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 | Cornac |
Class | Necromancer |
Level / Exp | 22 / 33% |
Size | medium |
Lifes / Deaths | Killed by Salusetta the yellow ooze at level 22 on the 10th Decay 122nd year of Ascendancy at 18:58 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 20 (base 20) |
Magic | 81 (base 51) |
Willpower | 35 (base 13) |
Cunning | 42 (base 31) |
Resources
Life | -440/297 |
Mana | 355/420 |
Soul | 10/18 |
Healing Factor | 1.1970588855781 |
Regeneration | 4.8480884865913 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 31.051968732286 |
See Invisible | 31.051968732286 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 31 |
Accuracy | 20 |
Crit Chance | 13% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Blight | +13% |
Arcane | +7% |
Cold | +5% |
All | 0% |
Lightning | +6% |
Darkness | +15% |
Fire | +15% |
Nature | +3% |
Offense: Damage Penetration
Cold | +10% |
Arcane | +15% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 0 |
Physical Save | 18 |
Spell Save | 36 |
Mental Save | 26 |
Defense: Resistances
Blight | + 27%( 70%) |
Physical | + 10%( 70%) |
Cold | + 12%( 70%) |
All | + 9%( 70%) |
Darkness | + 14%( 70%) |
Light | + 18%( 70%) |
Temporal | + 22%( 70%) |
Fire | + 18%( 70%) |
Mind | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 21% |
Disarm Resistance | 26% |
Instadeath Resistance | 100% |
Silence Resistance | 27% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: 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: 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 360 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil defense ------ Armor +3 Silence Resist +27% Confus Resist +21% Stun Resist +27% Blink to a nearby random location (rad 8) Puts all charms on 22 turn cooldown A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% nature +6% fire Ignore resists +10% cold On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Life +42.00 other ------- 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 | ![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +5 (+2 eff.) Damage +5% acid +6% lightning +5% cold +4% arcane +6% fire defense ------ Defense +2 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance 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 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +5 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +6 (+2 eff.) Damage +13% blight +3% arcane defense ------ Resistance +13% blight +1% physical +3% mind +9% temporal Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +3% fire Ignore resists +20% fire Against +18% Summoned When Hit 2 lightning 4 cold defense ------ Resistance +3% cold Resist Against +16% Summoned A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Armor +8 Defense +7 (+5 eff.) Resistance +5% darkness +5% temporal Out-of-Phase Defense +7 Out-of-Phase Resistance +8% Out-of-Phase Resilience +7% other ------- Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +2 Dex offense ------ Spell Crit +2% Physical Power +11 (+5 eff.) Ignore resists +15% arcane Accuracy +15 (+8 eff.) defense ------ Armor +2 Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +26% 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. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil defense ------ Resistance +7% blight +9% all Life +45.00 Life Regen +1.80 Healmod +11% other ------- Mana/turn +0.12 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Nature While equipped: Stats +2 Mag +3 Wil defense ------ Defense +6 (+5 eff.) Resistance +10% light +10% fire Spell save +7 (+4 eff.) Stealth +5 other ------- Max mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Wil other ------- Light +2 Infravision +1 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. 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 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 301 damage for 3 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 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: offense ------ Damage +9% lightning +18% arcane When Hit 2 lightning defense ------ Resistance +5% arcane Healmod +25% Blind Resist +17% Cut Resist +120% other ------- Infravision +4 Sight +2 See Invisibility +5 Heal: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 154 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Damage +10% light defense ------ Defense +4 (+4 eff.) Resistance +20% light Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Psionic Weapon Damage 32.5 - 48.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master/Psionic Weapon Damage 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Str +3 Dex +4 Mag +4 Wil +4 Cun +6 Con offense ------ Physical Power +6 (+3 eff.) Ignore resists +6% physical defense ------ Resistance +6% lightning +5% arcane +6% acid Disease Resist +10% Disarm Resist +12% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master/Psionic Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +7 (+5 eff.) Disarm Resist +25% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature Weapon Damage 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +10 nature Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +11 (+6 eff.) Ignore Armor +6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 23.5 - 30.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% physical Accuracy +10 (+5 eff.) Ignore Armor +8 Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +9 (+6 eff.) Disarm Resist +45% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature/Master Weapon Damage 46.0 - 73.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +10 lightning +13 cold While equipped: offense ------ Move Speed +46% Ignore resists +9% lightning +16% cold Massive two-handed swords. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego++] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +11% all +17% physical Accuracy +15 (+8 eff.) Ignore Armor +8 Longbows are used to shoot arrows at your foes. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Str +1 Cun +6 Con offense ------ Spell Crit +1% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Defense +7 (+5 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 107.82 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% acid defense ------ Armor +8 Defense +8 (+6 eff.) other ------- Wards +3 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +13% cold defense ------ Physical save +6 (+4 eff.) Spell save +5 (+3 eff.) Mind save +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +6.0% Critical power +10.00% Damage +12% darkness +12% physical defense ------ Resistance +8% lightning +8% temporal A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +9% cold defense ------ Defense +17 (+10 eff.) Resistance +1% physical +3% fire Physical save +12 (+7 eff.) Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -2% Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +10% blight +11% all Life +49.00 Life Regen +1.60 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% cold defense ------ Resistance +7% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +10% cold defense ------ Resistance +7% all +15% cold Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +12% fire When Hit: * 5% chance to slow global speed by 46% * 4 arcane resource burn defense ------ Resistance +11% all +18% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +4 Str +3 Dex +5 Wil +3 Cun offense ------ Damage +6% mind Ignore resists +5% mind defense ------ Armor +1 Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Wil offense ------ Physical Crit +1.0% defense ------ Armor +1 Resistance +6% fire +6% cold A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Move Speed +25% Damage +6% darkness +3% temporal Ignore resists +15% darkness defense ------ Armor +1 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 5 light Damage +4% light defense ------ Armor +1 Resistance +3% lightning +9% light +5% arcane Cut Resist +10% Silence Resist +20% 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 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex offense ------ Ignore resists +10% fire defense ------ Armor +3 Fatigue +3% Resistance +6% blight +15% lightning +6% acid Spell save +6 (+3 eff.) Mind save +3 (+1 eff.) Cut Resist +20% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 32.0 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: defense ------ Defense +2 (+2 eff.) Shield Power +6% Life Regen +2.90 other ------- EQ when Hit +1.00 Psi when Hit +1.00 Hate when Hit +1.30 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +1 Con offense ------ Damage +5% acid +3% lightning +6% cold +11% arcane +5% fire defense ------ Defense +2 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 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 Encumbrance T3 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) Damage +13% acid defense ------ Defense +2 (+2 eff.) Resistance +19% acid other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Random Unique] Disrupt/Master While equipped: defense ------ Armor +10 Defense +3 (+3 eff.) Fatigue +12% Resistance +40% lightning +6% light +12% blight +6% cold +11% nature Resist Against +7% Unnatural Physical save +6 (+4 eff.) Mind save +3 (+1 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Nature/Master While equipped: Stats +1 Wil defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +10% blight +18% darkness +18% lightning other ------- Light +1 A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Psionic While equipped: Stats +5 Cun +3 Wil defense ------ Armor +6 Defense +9 (+6 eff.) Fatigue +8% Mind save +12 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+6 eff.) Fatigue +8% Resistance +17% lightning A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature/Master While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire defense ------ Armor +17 Defense +9 (+6 eff.) Fatigue +8% Resistance +15% physical +10% fire +18% cold A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil defense ------ Armor +16 Defense +5 (+4 eff.) Fatigue +22% Resistance +13% blight +12% darkness Mind save +13 (+6 eff.) other ------- Light +2 A suit of armour made of metal plates. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str offense ------ Damage +6% mind +6% fire defense ------ Mind save +5 (+2 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Mag offense ------ When Hit 2 blight defense ------ Physical save +6 (+4 eff.) Healmod +12% other ------- Max mana +80.00 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 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 171.03 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance 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 Encumbrance 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 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +9% arcane +3% fire Ignore resists +10% arcane defense ------ Resistance +24% fire Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% darkness Ignore resists +5% acid When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 36% Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 cold damage Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By NECROMANTIC the Cornac Necromancer level 10
1st Mirth 122nd year of Ascendancy at 18:31 see stats
By NECROMANTIC the Cornac Necromancer level 20
62nd Dusk 122nd year of Ascendancy at 12:19 see stats
By NECROMANTIC the Cornac Necromancer level 21
47th Haze 122nd year of Ascendancy at 13:57 see stats
By NECROMANTIC the Cornac Necromancer level 21
63rd Dusk 122nd year of Ascendancy at 21:04 see stats
By NECROMANTIC the Cornac Necromancer level 4
76th Pyre 122nd year of Ascendancy at 20:21 see stats
By NECROMANTIC the Cornac Necromancer level 8
78th Pyre 122nd year of Ascendancy at 19:54 see stats
By NECROMANTIC the Cornac Necromancer level 11
10th Flare 122nd year of Ascendancy at 19:35 see stats
By NECROMANTIC the Cornac Necromancer level 17
54th Dusk 122nd year of Ascendancy at 09:50 see stats
Log
Something hits Lord of Skulls (warrior) for 57 physical, 3 fire, 78 physical, 3 fire (141 total damage).
NECROMANTIC's Hiemal Shield hits Salusetta the yellow ooze for 26 cold damage.
NECROMANTIC casts Night Sphere.
Lord of Skulls (warrior) uses Giant Leap.
Red ooze splits in two!
Red ooze is dazed!
You collect a new ingredient: sandworm tooth (1).
Lord of Skulls (warrior) hits Red ooze for 113 physical, 8 temporal (122 total damage).
Lord of Skulls (warrior) hits Sandworm destroyer for 231 physical damage.
Lord of Skulls (warrior) uses Shield Pummel.
Red ooze is not dazed anymore.
The unstable sand tunnel collapses!
Lord of Skulls (warrior) killed Sandworm destroyer!
Unstable sand tunnel hits Ghoul for 137 physical damage.
Lord of Skulls (warrior) hits Red ooze for 105 physical damage.
Lord of Skulls (warrior) is no longer out of phase.
Lord of Skulls (warrior) killed Red ooze!
Bleeding from Salusetta the yellow ooze hits NECROMANTIC for 38 physical damage.
Sandworm wanders around!
Sandworm wanders around!
Red ooze wanders around!
Sandworm wanders around!
Black ooze resists the baneful energy!
Salusetta the yellow ooze uses Flurry.
Salusetta the yellow ooze performs a melee critical strike against NECROMANTIC!
Salusetta the yellow ooze performs a melee critical strike against NECROMANTIC!
Salusetta the yellow ooze hits NECROMANTIC for 93 physical, 4 fire, 95 physical, 4 fire, 186 physical, 4 fire, 155 physical (543 total damage).
Melee retaliation hits Salusetta the yellow ooze for 5 cold, 2 lightning, 5 cold, 2 lightning, 5 cold, 2 lightning, 5 cold, 2 lightning, 5 cold, 2 lightning, 5 cold, 2 lightning (39 total damage).
NECROMANTIC the level 22 cornac necromancer was bludgeoned to death by Salusetta the yellow ooze on level 2 of Sandworm lair.