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. Race Rebalancing Addon aka RACISM 1.4.6Rebalancing Almost Completely Inferior and Superior Mooks aka RACISM! 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. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: 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/--- Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/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:
Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. 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 | Halfling |
Class | Necromancer |
Level / Exp | 18 / 54% |
Size | small |
Lifes / Deaths | Killed by Celia at level 18 on the 46th Dusk 122nd year of Ascendancy at 20:57 / 1 |
Primary Stats
Strength | 20 (base 23) |
Dexterity | 15 (base 10) |
Constitution | 44 (base 43) |
Magic | 54 (base 33) |
Willpower | 40 (base 27) |
Cunning | 36 (base 21) |
Resources
Life | -742/307 |
Mana | 315/369 |
Soul | 0/14 |
Healing Factor | 1.3455007465519 |
Regeneration | 3.0273766797418 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 56.100507968842 |
See Invisible | 56.100507968842 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 17 |
Accuracy | 8 |
Crit Chance | 12% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Physical | +20% |
Lightning | +15% |
Light | +15% |
Temporal | +10% |
Cold | +20% |
Arcane | +20% |
Mind | +18% |
All | +5% |
Offense: Damage Penetration
Darkness | +5% |
Blight | +2% |
Physical | +10% |
Cold | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 12 |
Spell Save | 24 |
Mental Save | 16 |
Defense: Resistances
Arcane | + 38%( 70%) |
Mind | + 34%( 70%) |
All | + 25%( 70%) |
Lightning | + 40%( 70%) |
Light | + 48%( 70%) |
Temporal | + 29%( 70%) |
Cold | + 29%( 70%) |
Fire | + 29%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 205 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 82 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (57 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Magic MissileUse mode: Activated Range: 5 Cooldown: 23 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 155 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 253 damage for 3 turns. Its effects scale with your Cunning stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.50 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master necromancer | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
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 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)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. * 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 Shade. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. 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.' * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within | active |
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 | Ravenscale Boots (7 def, 1 armour) Ravenscale Boots (7 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +4 Cun offense ------ Move Speed +10% Ignore resists +5% nature +5% darkness defense ------ Armor +1 Defense +7 (+3 eff.) Fatigue +2% Resistance +5% cold +5% fire Sudden Assault: Effective talent level: 1.0 Power cost 16 out of 25/25. Range 7 Cooldown: 39 Travel.spd instantaneous Description: Lunge toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can knock the target off-guard for 4 turns if it hits, increasing their ability to be critically hit. One of several pairs, worn by a group of mercenary scoundrels infamous for their sudden and savage assaults. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Extradimensional Hat (0 def, 0 armour) Extradimensional Hat (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Damage +5% temporal defense ------ Resistance +5% temporal other ------- Encumbrance +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
On hands | rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +1 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. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats -5 Lck defense ------ Defense +5 (+2 eff.) Physical save -10 (-10 eff.) Spell save -10 (-6 eff.) Mind save -10 (-10 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | wizard's copper ring of filth wizard's copper ring of filth0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Ignore resists +2% blight defense ------ Spell save +6 (+3 eff.) Disease Resist +20% Rings make your fingers look great! |
On fingers | rogue's copper ring of lightning (+20%) rogue's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% lightning defense ------ Defense +6 (+3 eff.) Resistance +20% lightning Rings make your fingers look great! |
Around neck | restful copper amulet of willpower (+3) restful copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
In main hand | Rimeblade (11-14 power, 6 apr) Rimeblade (11-14 power, 6 apr)1.0 Encumbrance T2 ritual blade 1H weapon [Unique] Nature Weapon Damage 11.0 - 14.3 Physical Uses 45% Mag, 45% Dex Accuracy Bonus +0.5% Ignore Armor (max 50%) Ignore Armor +6 Critical Rate +4.0% Attack Speed 100% Damage Conversion 50% cold While equipped: offense ------ Spell Crit +6% Damage +15% physical +15% cold Ignore resists +10% physical +10% cold This surprisingly sharp blade appears to be a naturally formed icicle. |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
In off hand | granite wardstone 'Eilinowen' granite wardstone 'Eilinowen'1.0 Encumbrance T2 wardstone armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Damage +13% mind +11% arcane defense ------ Armor +6 Defense +4 (+2 eff.) Resistance +11% mind +17% arcane Damage Reduction +2 all Slow Projectiles +15% Life +60.00 Teleport Resist +10% other ------- Psi/turn +0.10 Max psi +20.00 Wards +2 mind +2 arcane Talents +4 Ward Handheld warding devices |
Cloak | Forestsweep (1 def, 0 armour) Forestsweep (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +3 Wil +5 Cun defense ------ Defense +1 (+0 eff.) Resistance +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | focusing cashmere robe of power (0 def, 0 armour) focusing cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +13 (+4 eff.) Damage +5% all defense ------ Resistance +11% all other ------- Mana/turn +0.20 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Angolwen Academy Training Token Angolwen Academy Training Token0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
elm magestaff (10-12 power, 2 apr, cold element) elm magestaff (10-12 power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of power (10-12 power, 2 apr, lightning element) elm magestaff of power (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +9 (+3 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Baledrafang' (15-18 power, 3 apr, cold element) ash magestaff 'Baledrafang' (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +5 Wil +4 Con offense ------ Spell Crit +9% Critical power +5.00% Spellpower +34 (+11 eff.) Damage +15% cold +6% arcane +6% mind defense ------ Life Regen +0.80 Healmod +14% other ------- Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Deepsripper' (15-18 power, 3 apr, blight element) ash vilestaff 'Deepsripper' (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Spellpower/crit +7 Damage +15% blight +6% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +3% darkness other ------- Negative/turn +0.12 Max negative +22.00 Light -1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of dawn (24-29 power, 4 apr, cold element) potent yew magestaff of dawn (24-29 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Cun offense ------ Spell Crit +3% Spellpower +12 (+4 eff.) Damage +24% cold other ------- Max positive +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of channeling (20-24 power, 4 apr, darkness element) yew starstaff of channeling (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +17 (+5 eff.) Damage +20% darkness other ------- Mana/turn +0.18 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 23 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's dwarven-steel battleaxe of massacre (41-62 power, 2 apr) plaguebringer's dwarven-steel battleaxe of massacre (41-62 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 41.0 - 61.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +12 blight On Hit: 20% Epidemic 3 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 22 While equipped: defense ------ Disease Resist +18% Massive two-handed battleaxes. |
frostbitten dwarven-steel greatsword of massacre (50-79 power, 2 apr) frostbitten dwarven-steel greatsword of massacre (50-79 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Master Weapon Damage 49.5 - 79.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance to afflict the target with Frostburn, causing 155 Cold damage over 5 turns. While equipped: offense ------ Mindpower +3 (+1 eff.) Damage +16% cold Massive two-handed swords. |
truestriking stralite greatsword (49-78 power, 3 apr) truestriking stralite greatsword (49-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 49.0 - 78.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +19% physical Accuracy +20 (+15 eff.) Ignore Armor +7 Massive two-handed swords. |
dwarven-steel longsword (22-31 power, 4 apr) dwarven-steel longsword (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Normal] Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
elemental dwarven-steel longsword of daylight (22-31 power, 4 apr) elemental dwarven-steel longsword of daylight (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 light Damage Against +14% Undead On Hit: * Create an explosion dealing 74 cold damage (1/turn) While equipped: offense ------ Damage +5% cold Ignore resists +10% cold Sharp, long, and deadly. |
serrated stralite mace (34-48 power, 5 apr) serrated stralite mace (34-48 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Ego] Master Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance to afflict the target with Bleed, causing 60 Physical damage over 5 turns. While equipped: offense ------ Mindpower +6 (+3 eff.) Damage +11% physical Blunt and deadly. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+15 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Merkul's Second Eye Merkul's Second Eye4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
charged yew longbow of cold charged yew longbow of cold4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +17 lightning +17 cold While equipped: offense ------ Damage +17% cold Longbows are used to shoot arrows at your foes. |
psychokinetic quiver of yew arrows of accuracy (21/21, 33-46 power, 10 apr) psychokinetic quiver of yew arrows of accuracy (21/21, 33-46 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego+] Master/Psionic Weapon Damage 33.0 - 46.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +10 Critical Rate +2.0% Capacity 21 On-ranged-hit +24 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of venom (18/20, 37-52 power, 10 apr) quiver of yew arrows of venom (18/20, 37-52 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego+] Master Weapon Damage 37.0 - 51.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 20 On Crit: * The target is poisoned and sick, doing nature damage per turn. All damage it does is reduced by 20%. Damage is based on Cunning. Arrows are used with bows to pierce your foes to death. |
reinforced iron shield of resilience (0 def, 4 armour, 41 block) reinforced iron shield of resilience (0 def, 4 armour, 41 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Life +43.00 other ------- Talents +1 Block Handheld deflection devices. |
flaring dwarven-steel shield of physical resistance (+7%) (0 def, 6 armour, 88 block) flaring dwarven-steel shield of physical resistance (+7%) (0 def, 6 armour, 88 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 111 fire and arcane damage to each enemy blocked defense ------ Armor +6 Fatigue +8% Resistance +7% fire +8% arcane +13% physical other ------- Talents +1 Block Handheld deflection devices. |
Rags of the Sanctuary of darkness (+18%) (0 def, 0 armour) Rags of the Sanctuary of darkness (+18%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Damage +12% darkness defense ------ Resistance +18% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of frost (+18%) (0 def, 0 armour) cashmere robe of frost (+18%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% cold defense ------ Resistance +11% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe (0 def, 0 armour) dreamer's silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +10% darkness +12% mind +13% all Physical save +14 (+11 eff.) Spell save +13 (+6 eff.) Mind save +22 (+13 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
radiant cured leather armour (6 def, 4 armour) radiant cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: Stats +1 Wil defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% blight +14% darkness other ------- Light +2 A suit of armour made of leather. |
troll-hide hardened leather armour of cold resistance (9 def, 6 armour) troll-hide hardened leather armour of cold resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +21% cold Life +36.00 Life Regen +4.80 Healmod +12% A suit of armour made of leather. |
radiant steel mail armour of stability (2 def, 6 armour) radiant steel mail armour of stability (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Ego+] Nature/Master While equipped: Stats +1 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% blight +6% physical +14% darkness Physical save +14 (+11 eff.) other ------- Light +2 A suit of armour made of mail. |
dwarven-steel mail armour of Eyal (3 def, 8 armour) dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego+] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +34.00 Life Regen +3.00 Healmod +12% A suit of armour made of mail. |
dwarven-steel mail armour of clarity (3 def, 8 armour) dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego] Psionic While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% mind Mind save +13 (+8 eff.) A suit of armour made of mail. |
rough leather belt 'Belinn' rough leather belt 'Belinn'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Accuracy +5 (+5 eff.) Ignore Armor +1 defense ------ Spell save +6 (+3 eff.) other ------- Stamina/turn +1.00 Size +1 A belt that goes around your waist. |
Nimbuscrack (7 def, 0 armour) Nimbuscrack (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% arcane Ignore resists +15% lightning +20% cold +15% arcane defense ------ Defense +7 (+3 eff.) Resistance +3% cold Physical save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +5% lightning +5% temporal A pair of boots made of leather. |
scholar's pair of rough leather boots of speed (0 def, 1 armour) scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
71 alchemist agate 71 alchemist agate0.0 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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
Brand of the Pyrophage Brand of the Pyrophage1.0 Encumbrance T2 lite [Unique] Arcane While equipped: Stats +1 Cun offense ------ Ignore resists +5% fire When Hit 4 arcane 6 fire burn On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Resistance +6% fire burn +9% fire other ------- Light +3 Talents +1 Combust Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 27 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 27.0% and life regen by 8.10 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 19 out of 25/25. Range 5 Cooldown: 12 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 101.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 101.18 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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. |
Achievements
By Grumi the Halfling Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 18:37 see stats
By Grumi the Halfling Necromancer level 18
36th Dusk 122nd year of Ascendancy at 04:41 see stats
By Grumi the Halfling Necromancer level 3
76th Pyre 122nd year of Ascendancy at 10:49 see stats
By Grumi the Halfling Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 18:43 see stats
By Grumi the Halfling Necromancer level 18
23rd Dusk 122nd year of Ascendancy at 05:17 see stats
By Grumi the Halfling Necromancer level 14
8th Dusk 122nd year of Ascendancy at 12:27 see stats
Log
Ghast receives 50 healing from Ghoul's purging blight area effect.
Ghast receives 50 healing from Ghoul's purging blight area effect.
Lightburn from Armoured skeleton warrior hits Grumi for (2 flat reduction), (12 absorbed), 0 light (0 total damage).
Dire Plague from Celia hits Grumi for (2 flat reduction), (45 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Ghast for 25 cold, 27 darkness (52 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for 20 cold, 21 darkness (41 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for 25 cold, 21 darkness (46 total damage).
Spikes of Decrepitude hits Ghast for 25 cold, 27 darkness (52 total damage).
Spikes of Decrepitude hits Ghast for 25 cold, 18 darkness (43 total damage).
Ghast hits Lord of Skulls (mage) for 29 physical damage.
Melee retaliation hits Ghast for 315 physical damage.
Grumi evades Armoured skeleton warrior.
Armoured skeleton warrior hits Ghoul for 70 physical damage.
Bleeding from Grumi hits Ghast for 151 physical damage.
Bleeding from Grumi hits Ghast for 100 physical damage.
Bleeding from Grumi hits Ghoulking for 151 physical damage.
Bleeding from Grumi hits Ghast for 84 physical damage.
Ghoul resists the crepuscule!
Your shield crumbles under the damage!
The shield around Grumi crumbles.
Grumi sacrifices a ghoul to avoid being affected by Soul Leech!
Celia hits Ghoul for 181 darkness damage.
Celia hits Grumi for (2 flat reduction), (129 absorbed), 58 darkness (58 total damage).
Bleeding from Grumi hits Celia for 77 physical damage.
Celia killed Ghoul!
Celia casts Invoke Darkness.
Celia hits Skeleton master archer for 371 darkness damage.
Celia hits Lord of Skulls (mage) for 371 darkness damage.
Celia hits Grumi for (2 flat reduction), 370 darkness (370 total damage).
Grumi the level 18 halfling necromancer was swallowed by the void to death by Celia on level 2 of Last Hope Graveyard.