










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! 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! 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 | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 18 / 97% |
Size | medium |
Lifes / Deaths | Killed by MaBastaIntare's Inner Demon at level 18 on the 34th Haze 122nd year of Ascendancy at 09:36 / 1 |
Primary Stats
Strength | 23 (base 16) |
Dexterity | 12 (base 10) |
Constitution | 31 (base 30) |
Magic | 61 (base 46) |
Willpower | 29 (base 13) |
Cunning | 21 (base 11) |
Resources
Life | -339/181 |
Mana | 175/314 |
Soul | 10/12 |
Healing Factor | 1.1658714593978 |
Regeneration | 4.9549537024406 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Invisible | 21 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 28 |
Accuracy | 11 |
Crit Chance | 22% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Arcane | +4% |
Cold | +21% |
All | 0% |
Darkness | +3% |
Light | +3% |
Physical | +6% |
Lightning | +13% |
Fire | +9% |
Mind | +5% |
Offense: Damage Penetration
Cold | +10% |
Darkness | +10% |
Fire | +10% |
Light | +5% |
Defense: Base
Armour (hardiness) | 29 (30%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 8 |
Physical Save | 24 |
Spell Save | 28 |
Mental Save | 27 |
Defense: Resistances
Lightning | + 70%( 70%) |
Light | + 31%( 70%) |
Cold | + 28%( 70%) |
Darkness | + 31%( 70%) |
Arcane | + 26%( 70%) |
Fire | + 30%( 70%) |
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Pinning Resistance | 21% |
Disarm Resistance | 26% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 241 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 471% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 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 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 defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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 |
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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed ice ant stinger. * You've found the needed black mamba head. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * '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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Armour +3 Defense +15 (+5 eff.) Phys.save +3 (+2 eff.) Mind.save +3 (+1 eff.) Silence- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ---------- 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. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +13% lightning Melee Ret 2 cold ----- def ----- Armour +6 Defense +32 (+10 eff.) Resists +19% lightning A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% light +15% cold Res.pen +5% light +10% cold ----- def ----- Resists +12% lightning ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.pwr +6 (+2 eff.) Acc +5 (+5 eff.) Apr +2 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +20.00 Disarm- +26% Pinning- +21% Knockbk- +24% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Dex +4 Cun +1 Con dps ---------- Res.pen +10% darkness ----- def ----- Resists +5% fire +8% cold ---------- misc See.Invis +21 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid +6% cold +3% darkness +6% fire Res.pen +10% fire Melee Ret 10 cold 2 fire ----- def ----- Phys.save +8 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 7 physical Dmg.mod +4% arcane +6% physical ----- def ----- Armour +8 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 | ![]() 9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +17% lightning +12% light +12% darkness A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +27 (+9 eff.) Resists +12% lightning +6% fire +5% arcane Mind.save +7 (+3 eff.) HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
Inventory
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% light Melee Ret 2 light On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Spell.save +11 (+5 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid +10% nature Res.pen +20% arcane ----- def ----- Fatigue -5% Resists +24% acid +6% lightning +5% arcane +20% nature ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 Massive two-handed battleaxes. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +12 Cun dps ---------- Phys.crit +9.0% Mind.crit +7% Dmg.mod +6% mind ----- def ----- Resists +9% mind A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +10% fire ----- def ----- Defense +5 (+1 eff.) Resists +5% arcane Crit.chn- 10.00% Phys.save +9 (+5 eff.) Die.at -80.00 life Knockbk- +20% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +6 (+2 eff.) Resists +6% blight +6% temporal +3% mind +3% cold Phys.save +6 (+3 eff.) Spell.save +3 (+1 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 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +3 Con dps ---------- Crit.mult +5.00% Mind.pwr +20 (+10 eff.) Res.pen +15% mind Acc +5 (+5 eff.) ----- def ----- Armour +7 Resists +6% light Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 145% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature Res.pen +10% mind Melee Ret 6 mind ----- def ----- Armour +7 Resists +6% acid +6% nature +3% mind Def/telep +15 Res/telep +15% Dur/telep +15% 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. |
![]() 1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +9 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 [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 28.71 to 86.14 lightning damage (57.43 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +3 Cun dps ---------- Dmg.mod +3% arcane Apr +4 Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +1% Phys.save +3 (+2 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +3% nature +12% temporal Crit.chn- 10.00% Knockbk- +10% ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +12% Resists +6% physical Phys.save +15 (+8 eff.) A suit of armour made of mail. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +9 Cun +5 Dex dps ---------- Dmg.mod +3% lightning +3% light ----- def ----- Armour +10 Defense +14 (+4 eff.) Fatigue +8% Resists +9% lightning Crit.chn- 5.00% ---------- misc Light +3 A suit of armour made of leather. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 cold Melee Ret 2 ice ----- def ----- Armour +4 Fatigue +8% Max.HP +46.00 ---------- 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 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 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 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 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. |
![]() 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. |
![]() 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 MaBastaIntare the Shalore Necromancer level 9
11st Dusk 122nd year of Ascendancy at 12:39 see stats
By MaBastaIntare the Shalore Necromancer level 10
33rd Dusk 122nd year of Ascendancy at 02:39 see stats
By MaBastaIntare the Shalore Necromancer level 3
76th Pyre 122nd year of Ascendancy at 07:53 see stats
By MaBastaIntare the Shalore Necromancer level 9
9th Mirth 122nd year of Ascendancy at 09:03 see stats
By MaBastaIntare the Shalore Necromancer level 14
58th Dusk 122nd year of Ascendancy at 11:43 see stats
By MaBastaIntare the Shalore Necromancer level 16
74th Dusk 122nd year of Ascendancy at 02:48 see stats
Log
MaBastaIntare is no longer invisible.
MaBastaIntare's Inner Demon is no longer out of phase.
MaBastaIntare's Inner Demon is no longer invisible.
MaBastaIntare's Inner Demon slows down.
Darkness pulsates around MaBastaIntare!
Aduth the treant converts some damage to Psi!
MaBastaIntare hits Aduth the treant for 19 to psi, 41 cold, 18 to psi, 39 darkness (117 total damage).
MaBastaIntare hits Thought-forged warrior for 79 cold, 75 darkness (154 total damage).
MaBastaIntare hits MaBastaIntare's Inner Demon for 76 cold, 62 darkness (137 total damage).
MaBastaIntare's Inner Demon refocuses the energies of his staff.
MaBastaIntare killed Aduth the treant!
MaBastaIntare's Inner Demon's spell attains critical power!
MaBastaIntare's Inner Demon unleashes a blast of frostdusk as he crosses the veil!
MaBastaIntare's Inner Demon casts Rune: Shatter Afflictions.
A shield forms around MaBastaIntare's Inner Demon.
MaBastaIntare's Inner Demon casts Consume Soul.
MaBastaIntare's Inner Demon's spell attains critical power!
MaBastaIntare's Inner Demon receives 469 healing.
MaBastaIntare is freed from the rigor mortis.
Talent Invoke Darkness is ready to use.
MaBastaIntare's Inner Demon deactivates Grim Shadow.
MaBastaIntare's Inner Demon unleashes a blast of frostdusk as he crosses the veil!
MaBastaIntare's Inner Demon casts Invoke Darkness.
MaBastaIntare's Inner Demon hits MaBastaIntare for 44 darkness damage.
MaBastaIntare's Inner Demon casts Invoke Darkness.
MaBastaIntare's Inner Demon's spell attains critical power!
MaBastaIntare's Inner Demon hits MaBastaIntare for 76 darkness damage.
MaBastaIntare the level 18 shalore necromancer was darkened to death by a MaBastaIntare's Inner Demon on level 3 of Old Forest.