Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Ashes of Urh'Rok 1.2.4Official 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:
Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Doctornull's Class Pack 1.2.5This 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. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. No-Friendly-Fire Autocast 1.3.1Adds an autocast option that will not cast while friendlies are in range. Nice for twilight surge for Anorithil More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Damned Class 1.2.5Adds a new afflicted class. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Xorn Race 1.2.5Xorns, four armed creatures of earth.
Release 0.0.2 "BugFixes Are Go!" + Changed starting equipment + Changed starting text + Added create alchemist gems. + Altered extract gems + Changed the way gem eating talent works. + Fixed Earth Glide Working in the Overworld + Fixed Earth Glide acting as a free teleport + Fixed Quickswap bug + Added Temporary Xorn Paperdoll Released 0.0.3 "Bugfix + Easy Mode" + Fixed racial Alchemist gems costing mana + Removed any class restrictions Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Illim Race Fork 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. This is just a slight modification of the original race to make their abilities be tagged as beneficial. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Necromancer |
Level / Exp | 25 / 27% |
Size | medium |
Lifes / Deaths | Killed by Mayema the cold drake hatchling at level 20 on the 24th Loss 122nd year of Ascendancy at 11:38 0 / 7Killed by Islyrina the copperhead snake at level 22 on the 9th Shortage 122nd year of Ascendancy at 22:25 Killed by Mindworm at level 22 on the 10th Shortage 122nd year of Ascendancy at 00:21 Killed by Ivilaith the ghast at level 23 on the 7th Iron 123rd year of Ascendancy at 02:35 Killed by The Master at level 25 on the 11st Steel 123rd year of Ascendancy at 17:17 Killed by skeleton warrior at level 25 on the 12nd Steel 123rd year of Ascendancy at 15:15 Killed by will o' the wisp at level 25 on the 12nd Steel 123rd year of Ascendancy at 19:42 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 39 (base 34) |
Magic | 56 (base 47) |
Willpower | 42 (base 33) |
Cunning | 28 (base 13) |
Resources
Life | -171/588 |
Mana | 234/348 |
Positive | 0/122 |
Souls | 0/13 |
Healing Factor | 1.32 |
Regeneration | 87.186 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 11.783013262276 |
See Invisible | 27.385847494055 |
Offense: Mainhand
Damage | 30 |
Accuracy | 22 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48.333333333333 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 30.3 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 0 |
Ranged Defense | 10 |
Fatigue | 3 |
Physical Save | 30.15 |
Spell Save | 31.35 |
Mental Save | 40.954699214203 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 23% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 25% |
Silence Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 309 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 383 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 199 damage for 4 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Spell / Animus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Charnel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 0.90 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dead secrets | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Keen Senses |
talent | Blurred Mortality |
talent | Necrotic Aura |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 443 HP on the iceblock remaining. Frozen |
detrimental effect | The target takes 27% more damage from necrotic minions. Rigor Mortis |
beneficial effect | A flow of life spins around the target, regenerating 61.80 life per turn. Regeneration |
beneficial effect | The target is recovering 17 life each turn. Recovery |
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 Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost warrior from death by cold drake hatchling. Escort: lost warrior (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 7 of Dreadfell) | failed |
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: * You are experienced enough. * 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 32. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | done |
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, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed xorn fragment. * You've found the needed ice ant stinger. 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: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. * You've found the needed hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | [vs. insulating pair of hardened leather boots (0 def, 3 armour) (On feet)] insulating pair of hardened leather boots (0 def, 3 armour)insulating pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes resistances: +6%(-) cold / +8%(-) fire A pair of boots made of leather. |
Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (99 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | [vs. cashmere wizard hat 'Harukalthotar' (2 def, 0 armour) (On head)] cashmere wizard hat 'Harukalthotar' (2 def, 0 armour)cashmere wizard hat 'Harukalthotar' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+8 eff.) (-) Defense: +2 (+0 eff.) (-) Changes stats: +1(-) Str / +2(-) Mag / +6(-) Wil Physical save: +10 (+5 eff.) (-) Healing mod.: +10% (-) A pointy cloth hat, very wizardly... |
Tool | [vs. Skull of the Rat Lich (Tool)] Skull of the Rat LichSkull of the Rat Lich Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12(-) darkness Spellpower: +10 (+3 eff.) (-) Spell crit. chance: +4% (-) It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+4 eff.) (-) Changes stats: +2(-) Cun / +2(-) Mag Physical save: +3 (+2 eff.) (-) Mental save: +5 (+2 eff.) (-) Confusion immunity: +23% (-) Stun/Freeze immunity: +20% (-) Life regen: +1.40 (-) Maximum stamina: +5.00 (-) Spellpower: +6 (+2 eff.) (-) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)] savior's copper ringsavior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-4 eff.)) Changes stats: +0(-2) Cun / +0(-2) Mag Physical save: +7 (+4 eff.) (+4 (+2 eff.)) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) (+2 (+1 eff.)) Confusion immunity: +0% (-23%) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-1.40) Maximum stamina: +0.00 (-5.00) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | [vs. Emblem of Evasion (Around waist)] Emblem of EvasionEmblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+10 eff.) (-) Changes stats: +12(-) Dex / +10(-) Cun / +8(-) Lck Deflect projectiles away: +15% (-) Slows Projectiles: +30% (-) It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them and granting you 15 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | [vs. Xanuyabeth the yew vilestaff (25-30 power, 4 apr, darkness element) (In main hand)] Xanuyabeth the yew vilestaff (25-30 power, 4 apr, darkness element)Xanuyabeth the yew vilestaff (25-30 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +3%(-) lightning / +6%(-) temporal / +3%(-) light Changes damage: +25%(-) darkness Talents granted: +1.00(-) Command Staff Silence immunity: +10% (-) Spellpower: +13 (+4 eff.) (-) Spell crit. chance: +3% (-) Staves designed for wielders of magic, by the greats of the art. |
On hands | [vs. hardened leather gloves of the starseeker (0 def, 2 armour) (On hands)] hardened leather gloves of the starseeker (0 def, 2 armour)hardened leather gloves of the starseeker (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Changes stats: +3(-) Cun / +3(-) Mag Changes resistances: +6%(-) light / +6%(-) darkness Infravision radius: +2 (-) It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 74.57 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | [vs. verdant woollen robe of life (5 def, 0 armour) (Main armor)] verdant woollen robe of life (5 def, 0 armour)verdant woollen robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +5 (+0 eff.) (-) Changes stats: +2(-) Con Changes resistances: +7%(-) blight Changes damage: +7%(-) nature Poison immunity: +25% (-) Disease immunity: +26% (-) Life regen: +2.60 (-) Maximum life: +40.00 (-) Healing mod.: +12% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | [vs. resilient linen cloak (1 def, 0 armour) (Cloak)] resilient linen cloak (1 def, 0 armour)resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Maximum life: +32.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. Soulstone (Around neck)] SoulstoneSoulstone Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10%(-) blight / +10%(-) light / +10%(-) darkness Fear immunity: +50% (-) Instant-death immunity: +50% (-) Maximum souls: +3.00 (-) Some of its power lingers, but it is no longer animate. |
Inventory
[vs. Infusion: Wild [wild infusion of the warrior (resist 18%; cure mental)] (on body)] wild infusion of the titan (resist 20%; cure mental, physical)wild infusion of the titan (resist 20%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or +physical effect and reduce all damage taken by 20%(+1%) for 6(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Strength, +Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Rune: Shielding [shielding rune of the titan (absorb 151 for 4 turns)] (on body)] shielding rune of the titan (absorb 239 for 4 turns)shielding rune of the titan (absorb 239 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22(+1) 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 239(+40) damage for 4(-) turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome 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.) |
[vs. Soulstone (Around neck)] Mysterious SymbolMysterious Symbol Infused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +0%(-10%) blight / +0%(-10%) light / +0%(-10%) darkness Fear immunity: +0% (-50%) Instant-death immunity: +0% (-50%) Maximum souls: +0.00 (-3.00) When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
[vs. Xanuyabeth the yew vilestaff (25-30 power, 4 apr, darkness element) (In main hand)] yew vilestaff 'Arugaba' (22-26.4 power, 4 apr, darkness element)yew vilestaff 'Arugaba' (22-26.4 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 22.0 - 26.4(-3.0 - -3.6) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-3%) lightning / +0%(-6%) temporal / +0%(-3%) light Changes resistances penetration: +5% arcane Changes damage: +22%(-3%) darkness Talents granted: +1.00(-) Command Staff Disease immunity: +5% Silence immunity: +0% (-10%) Knockback immunity: +20% Spellpower: +12 (+4 eff.) (-1 (+0 eff.)) Spell crit. chance: +3% (-) Staves designed for wielders of magic, by the greats of the art. |
[vs. Emblem of Evasion (Around waist)] Belt of the ViperqueenBelt of the Viperqueen Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +0 (+0 eff.) (-20 (-10 eff.)) Changes stats: +0(-12) Dex / +5(-5) Cun / +0(-8) Lck Talent mastery: +0.30 Cunning / Poisons Poison immunity: +50% Deflect projectiles away: +0% (-15%) Slows Projectiles: +0% (-30%) Many songs have been written about Lady Isabella Mansana. The so called Viperqueen had a passion for using deadly poisons to get rid of her numerous lovers. |
[vs. hardened leather gloves of the starseeker (0 def, 2 armour) (On hands)] restful rough leather gloves of magic (+2) (0 def, 1 armour)restful rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Changes stats: +0(-3) Cun / +2(-1) Mag Changes resistances: +0%(-6%) light / +0%(-6%) darkness Changes damage: +3% arcane Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Infravision radius: +0 (-2) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Skull of the Rat Lich (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight / 0(-12) darkness Changes damage: +4% blight Spellpower: +0 (+0 eff.) (-10 (-3 eff.)) Spell crit. chance: +0% (-4%) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. Skull of the Rat Lich (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-12) darkness Changes stats: +5 Wil Mental save: +10 (+3 eff.) Spellpower: +0 (+0 eff.) (-10 (-3 eff.)) Spell crit. chance: +0% (-4%) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 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 21% 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+0 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By NECORDARF the Dwarf Necromancer level 15
1st Dearth 122nd year of Ascendancy at 09:17 see stats
By NECORDARF the Dwarf Necromancer level 8
29th Voratun 122nd year of Ascendancy at 07:54 see stats
By NECORDARF the Dwarf Necromancer level 17
15th Dearth 122nd year of Ascendancy at 02:35 see stats
By NECORDARF the Dwarf Necromancer level 18
18th Dearth 122nd year of Ascendancy at 23:41 see stats
By NECORDARF the Dwarf Necromancer level 15
1st Dearth 122nd year of Ascendancy at 06:16 see stats
By NECORDARF the Dwarf Necromancer level 23
27th Shortage 122nd year of Ascendancy at 09:32 see stats
By NECORDARF the Dwarf Necromancer level 10
8th Profit 122nd year of Ascendancy at 23:27 see stats
By NECORDARF the Dwarf Necromancer level 20
24th Loss 122nd year of Ascendancy at 08:41 see stats
By NECORDARF the Dwarf Necromancer level 19
38th Dearth 122nd year of Ascendancy at 02:07 see stats
By NECORDARF the Dwarf Necromancer level 21
25th Loss 122nd year of Ascendancy at 20:04 see stats
By NECORDARF the Dwarf Necromancer level 21
28th Loss 122nd year of Ascendancy at 01:32 see stats
By NECORDARF the Dwarf Necromancer level 17
17th Dearth 122nd year of Ascendancy at 08:55 see stats
By NECORDARF the Dwarf Necromancer level 13
20th Wealth 122nd year of Ascendancy at 04:43 see stats
By NECORDARF the Dwarf Necromancer level 17
16th Dearth 122nd year of Ascendancy at 09:13 see stats
By NECORDARF the Dwarf Necromancer level 17
11st Dearth 122nd year of Ascendancy at 11:19 see stats
Log
Ghoulking receives 26 healing from Ghoulking's purging blight area effect.
Armoured skeleton warrior receives 26 healing from Ghoulking's purging blight area effect.
Will o' the wisp is hexed!
Armoured skeleton warrior shrugs off the effect 'Burning Hex'!
Skeleton master archer is hexed!
Skeleton warrior is hexed!
Armoured skeleton warrior is hexed!
Skeleton warrior shrugs off the effect 'Burning Hex'!
Ghast shrugs off the effect 'Burning Hex'!
Ghast shrugs off the effect 'Burning Hex'!
Skeleton master archer uses Crippling Shot.
Something hits Skeleton master archer for (22 absorbed), 0 fire (0 total damage).
Skeleton master archer performs a ranged critical strike against NECORDARF!
NECORDARF speeds up.
Skeleton master archer's Crippling Shot hits NECORDARF for (111 to ice), 167 physical, (4 to ice), 6 nature (173 total damage).
Something hits The Master for 15 physical damage.
The Master casts Surge of Undeath.
Armoured skeleton warrior is engulfed in dark energies.
Skeleton master archer is engulfed in dark energies.
Ghoulking is engulfed in dark energies.
Will o' the wisp is engulfed in dark energies.
Armoured skeleton warrior is engulfed in dark energies.
Skeleton warrior is engulfed in dark energies.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior misses Something.
Armoured skeleton warrior misses Something.
Ghoulking diseases NECORDARF.
NECORDARF shrugs off the effect 'Decrepitude Disease'!
Will o' the wisp explodes! NECORDARF is enveloped in frost.
Saving game...