










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 19 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Betyda the greater gwelgoroth at level 19 on the 28th Haze 122nd year of Ascendancy at 09:38 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 32 (base 29) |
| Magic | 56 (base 46) |
| Willpower | 31 (base 20) |
| Cunning | 19 (base 11) |
Resources
| Life | -560/134 |
| Mana | 246/331 |
| Soul | 10/12 |
| Healing Factor | 1.2724420161895 |
| Regeneration | 0.31811050404736 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 22 |
| Crit Chance | 9% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +14% |
| Acid | +4% |
| Light | +21% |
| Temporal | +12% |
| Blight | +18% |
| Arcane | +21% |
| Nature | +3% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +5% |
| Fire | +15% |
| Physical | +8% |
| Mind | +15% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 3 |
| Physical Save | 35 |
| Spell Save | 25 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 32%( 72%) |
| Blight | + 36%( 72%) |
| Arcane | + 36%( 72%) |
| Cold | + 37%( 72%) |
| All | + 29%( 72%) |
| Darkness | + 37%( 72%) |
| Light | + 57%( 72%) |
| Fire | + 40%( 72%) |
| Physical | + 30%( 72%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 33% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 (98 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master necromancer | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 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 |
You successfully escorted the desperate necromancer to the recall portal on level 2 of Trollmire. Escort: desperate necromancer (level 2 of Trollmire)As a reward you improved talent Blurred Mortality (+2 level(s)). | done |
You successfully escorted the desperate necromancer to the recall portal on level 3 of Old Forest. Escort: desperate necromancer (level 3 of Old Forest)As a reward you improved talent Ghost Walk (+2 level(s)). | done |
You successfully escorted the desperate necromancer to the recall portal on level 4 of Old Forest. Escort: desperate necromancer (level 4 of Old Forest) | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 8. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. * You've found the needed snow giant kidney. | 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 | undeterred pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +20% Confus Resist +21% Stun Resist +20% A pair of boots made of leather. |
| Light source | 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.(85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Emolravena' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str +4 Mag +4 Wil offense ------ Physical Crit +1.0% Damage +3% physical Ignore Armor +2 defense ------ Armor +3 Fatigue +3% other ------- Max stamina +10.00 A cap made of leather. |
| Tool | Kindlespawn [power 220] (15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% arcane When Hit 4 fire defense ------ Resistance +15% fire Blast the opponent's mind dealing 220 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | sneakthief's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +5 Cun offense ------ On-Hit 12 light On-Ranged-Hit 12 light Damage +11% light Accuracy +6 (+3 eff.) defense ------ Disease Resist +15% Rings make your fingers look great! It was changed by the digestive sack. |
| On fingers | Rainwake the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% nature On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Defense +20 (+10 eff.) Resistance +1% physical Physical save +18 (+8 eff.) Stun Resist +10% Rings make your fingers look great! |
| Around waist | Magmavile1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +5.00% Physical Power +4 (+2 eff.) Ignore resists +15% fire Accuracy +10 (+5 eff.) When Hit 6 fire defense ------ Physical save +6 (+3 eff.) Unlife -40.00 life other ------- See Invisibility +6 A belt that goes around your waist. |
| In main hand | Crystal Shard (113% power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 113% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+5 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
| On hands | corrosive rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 acid Damage +4% acid defense ------ Armor +1 Resistance +5% acid 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 | Gylelle (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +5 Wil +3 Mag offense ------ Spellpower/crit +4 Damage +12% temporal +11% physical Ignore resists +5% temporal +8% physical On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% all Anomaly Control +9 other ------- Max vim +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Freezeorder (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag offense ------ Mindpower +10 (+5 eff.) Ignore resists +15% cold defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +12% cold other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Dryhell0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +2 Wil +3 Cun offense ------ Mindpower +7 (+3 eff.) Ignore resists +15% mind defense ------ Armor +4 Defense +6 (+3 eff.) Resistance +10% light +11% darkness Max Resistance +2% all Physical save +10 (+5 eff.) Mind save +6 (+3 eff.) Blind Resist +20% Confus Resist +12% Amulets make your neck look great! |
Inventory
shatter afflictions rune (absorb 23; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 23 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 144; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 144 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+7 eff.) Mind save -7 (-5 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
savior's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
Eclipse (117% power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+4 eff.) Damage +15% light +15% physical +15% darkness +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Eclipse (117% power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+4 eff.) Damage +15% temporal +15% physical +15% light +15% darkness other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. This item has been sent to the Item's Vault. |
magewarrior's short ash starstaff of might (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +11% Physical Power +6 (+3 eff.) Spellpower +12 (+4 eff.) Damage +15% physical Accuracy +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 127% Range: 1.0x-1.2x Uses 125% Mag Damage Fire Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+9 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. This item has been sent to the Item's Vault. |
Bill's Tree Trunk (136% power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Weapon Damage 137% Range: 1.0x-1.7x Uses 130% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
voratun waraxe 'Chargereeve' (149% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Nature/Psionic Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +14 nature +4 arcane On-Hit, radius 1 +8 lightning On-crit, radius 2 +8 lightning On Hit: * Create an explosion dealing 81 lightning damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Damage +32% lightning Ignore resists +32% lightning One-handed war axes. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 124.31 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Surefire4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+6 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Coral Spray (8 def, 8 armour, 48 block)7.0 Encumbrance 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: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- 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. |
Charravage (0 def, 18 armour, 265.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Random Unique] Nature/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con offense ------ On-Hit 22 lightning When Hit 12 lightning 2 fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 When Hit: * 17% chance to reduce all saves and defense by 22 defense ------ Armor +18 Fatigue +8% Resistance +9% lightning +9% fire +15% cold Physical save +7 (+4 eff.) other ------- Talents +1 Block Handheld deflection devices. |
hardened leather belt 'Chosta'1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: defense ------ Armor +6 Fatigue -6% Resistance +12% darkness +2% physical Healmod +15% Disease Resist +20% other ------- Encumbrance +24 A belt that goes around your waist. |
Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 94.84 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
cashmere wizard hat of madness (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +1 Wil offense ------ Mind Crit +5% defense ------ Defense +2 (+1 eff.) Mind save +13 (+7 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 4.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 107 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
7 agate0.0 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. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
5 ametrine0.0 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. |
6 citrine0.0 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. |
12 zircon0.0 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. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance 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. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
5 amethyst0.0 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glanne1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Power +25 (+13 eff.) Ignore resists +15% physical Accuracy +10 (+5 eff.) defense ------ Physical save +8 (+4 eff.) Healmod +14% other ------- Max stamina +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Emulrawyn the iron pickaxe (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Rare] Psionic While equipped: Stats +1 Str +6 Wil offense ------ Mindpower +10 (+5 eff.) Damage +6% mind +6% fire Ignore resists +5% acid On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Mind save +15 (+8 eff.) other ------- EQ when Hit +0.08 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (1/1)2.0 Encumbrance 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. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Hauss the Cornac Necromancer level 18
57th Dusk 122nd year of Ascendancy at 02:27 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Hauss the Cornac Necromancer level 18
66th Dusk 122nd year of Ascendancy at 01:00 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hauss the Cornac Necromancer level 18
57th Dusk 122nd year of Ascendancy at 02:58 see stats
Level 10 (Roguelike)
Got a character to level 10.By Hauss the Cornac Necromancer level 10
12nd Dusk 122nd year of Ascendancy at 23:00 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Hauss the Cornac Necromancer level 19
15th Haze 122nd year of Ascendancy at 13:36 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Hauss the Cornac Necromancer level 18
57th Dusk 122nd year of Ascendancy at 02:27 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Hauss the Cornac Necromancer level 1
74th Pyre 122nd year of Ascendancy at 11:30 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Hauss the Cornac Necromancer level 9
7th Dusk 122nd year of Ascendancy at 23:41 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Hauss the Cornac Necromancer level 18
57th Dusk 122nd year of Ascendancy at 02:27 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Hauss the Cornac Necromancer level 19
77th Dusk 122nd year of Ascendancy at 23:55 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Hauss the Cornac Necromancer level 18
66th Dusk 122nd year of Ascendancy at 21:13 see stats
Log
Betyda the greater gwelgoroth's caustic mire area effect hits Armoured skeleton warrior for 29 acid damage.
Betyda the greater gwelgoroth's caustic mire area effect hits Armoured skeleton warrior for 29 acid damage.
Betyda the greater gwelgoroth's caustic mire area effect hits Hauss for 21 acid damage.
Betyda the greater gwelgoroth's caustic mire area effect hits Dreadmaster for 18 acid damage.
Hauss casts Ghost Walk.
Hauss's form becomes intangible!
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Armoured skeleton warrior hits Betyda the greater gwelgoroth for 47 physical damage.
Melee retaliation hits Armoured skeleton warrior for 26 lightning damage.
Melee retaliation hits Lord of Skulls (bone giant) for (19 absorbed), 0 lightning (0 total damage).
Betyda the greater gwelgoroth's caustic mire area effect hits Skeleton mage for 23 acid damage.
Betyda the greater gwelgoroth's caustic mire area effect hits Lord of Skulls (bone giant) for (21 absorbed), 0 acid (0 total damage).
Betyda the greater gwelgoroth's caustic mire area effect hits Armoured skeleton warrior for 24 acid damage.
Betyda the greater gwelgoroth's caustic mire area effect hits Armoured skeleton warrior for 19 acid damage.
Betyda the greater gwelgoroth's caustic mire area effect hits Skeleton master archer for 24 acid damage.
Betyda the greater gwelgoroth's caustic mire area effect hits Dreadmaster for 13 acid damage.
Lord of Skulls (bone giant) hits Betyda the greater gwelgoroth for 35 physical, 8 blight (44 total damage).
Skeleton mage picks up the remains of its fallen comrade.
Skeleton master archer picks up the remains of its fallen comrade.
Skeleton mage shatters!
The shield around Lord of Skulls (bone giant) crumbles.
Lord of Skulls (bone giant) picks up the remains of its fallen comrade.
Skeleton master archer shatters!
Something hits Skeleton mage for 323 lightning damage.
Something hits Lord of Skulls (bone giant) for (119 absorbed), 164 lightning (164 total damage).
Something hits Hauss for 301 lightning damage.
Something hits Skeleton master archer for 312 lightning damage.
Dreadmaster hits Dreadmaster for 90 healing, 90 healing (0 total damage) [180 healing].
Hauss the level 19 cornac necromancer was shocked to death by Betyda the greater gwelgoroth on level 2 of Tempest Peak.
































































































