
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3QuickTome: Sight Overhaul 1.3.1 Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ 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. 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:
ZOmnibus Addon Pack 1.3.0Combines 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: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. QuickTome: Remove Stat Requirements 1.3.1 Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Higher |
Class | Necromancer |
Level / Exp | 36 / 10% |
Size | medium |
Lifes / Deaths | Killed by Betelaith the rattlesnake at level 8 on the 1st Summertide 122nd year of Ascendancy at 19:46 1 / 6Killed by Betelaith the rattlesnake at level 9 on the 1st Summertide 122nd year of Ascendancy at 21:37 Killed by skeleton mage at level 11 on the 38th Dusk 122nd year of Ascendancy at 10:05 Killed by Bethowe the midge swarm at level 26 on the 58th Dusk 122nd year of Ascendancy at 09:14 Killed by Bethowe the midge swarm at level 26 on the 58th Dusk 122nd year of Ascendancy at 10:12 Killed by Zubida the large white snake at level 35 on the 60th Dusk 122nd year of Ascendancy at 17:22 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 52 (base 43) |
Magic | 69 (base 60) |
Willpower | 49 (base 43) |
Cunning | 21 (base 11) |
Resources
Life | 814/814 |
Mana | 423/458 |
Positive | 6/155 |
Souls | 15/19 |
Healing Factor | 1 |
Regeneration | 0.85 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Offense: Mainhand
Damage | 27 |
Accuracy | 22 |
Crit Chance | 22% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 33.85 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +8% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 26.675 |
Ranged Defense | 28.675 |
Fatigue | 0 |
Physical Save | 47.641666666667 |
Spell Save | 57.391666666667 |
Mental Save | 50.286537157316 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 45% |
Confusion Resistance | 10% |
Fear Resistance | 14% |
Poison Resistance | 5% |
Blind Resistance | 100% |
Silence Resistance | 5% |
Disarm Resistance | 25% |
Stun Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 445 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Animus | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Charnel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dead secrets | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Through The Crowd |
talent | Animus Hoarder |
talent | Necrotic Aura |
talent | Soulwinds |
talent | Blurred Mortality |
beneficial effect | Increases physical save, spell save, and mental save by 40. Through The Crowd |
Quests
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. | active |
You abandoned lone alchemist to death. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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: * You are experienced enough. * 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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
On feet | Camastir (11 def, 1 armour) Camastir (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Defense: +11 (+5 eff.) Fatigue: +1% Changes stats: +2 Cun / +5 Con Reduces incoming crit damage: 15.00% Physical save: +10 (+3 eff.) Mental save: +13 (+4 eff.) Life regen: +0.40 Stamina each turn: +0.40 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.7 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 21% chance to completely evade them and granting you 9 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
On hands | rough leather gloves 'Filthveil' (0 def, 5 armour) rough leather gloves 'Filthveil' (0 def, 5 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 6 nature Damage when hit (Melee): 8 mind / 8 nature Changes resistances: +6% nature Changes resistances penetration: +10% mind Changes damage: +4% nature / +6% mind Mental save: +7 (+2 eff.) Maximum life: +43.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
On head | linen wizard hat of the Brotherhood (1 def, 0 armour) linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Con Changes damage: +5% arcane It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 28 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... Press to compare |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. Press to compare |
On fingers | mule's copper ring of frost (+22%) mule's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +21 Rings can have magical properties. Press to compare |
On fingers | Runadunarin the Blazerazor Runadunarin the BlazerazorCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning / 16 blight Changes stats: +1 Wil / +2 Con Critical mult.: +5.00% Spell save: +12 (+4 eff.) Disarm immunity: +25% Pinning immunity: +25% Knockback immunity: +21% Maximum life: +23.00 Maximum stamina: +13.00 Spell crit. chance: +1% Rings can have magical properties. Press to compare |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. Press to compare |
In main hand | yew magestaff 'Zirig' (120% power, 4 apr, darkness element) yew magestaff 'Zirig' (120% power, 4 apr, darkness element)Requires: Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x 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: Physical crit. chance: +11.0% Damage (Melee): 21 fire Damage when hit (Melee): 4 blight Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +44.00% Mana each turn: +0.28 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +48.00 Maximum hate: +2.00 Spellpower: +24 (+7 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Main armor | stargazer's silk robe of time (+15%) (3 def, 0 armour) stargazer's silk robe of time (+15%) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +3 Cun Changes resistances: +15% temporal Changes damage: +15% temporal / +10% light / +10% darkness Spellpower: +7 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Cloak | linen cloak 'Islutha' (11 def, 0 armour) linen cloak 'Islutha' (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +18 (+9 eff.) Defense: +11 (+5 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: -5% Changes resistances: +3% lightning / +6% temporal Physical save: +7 (+2 eff.) Spell save: +3 (+1 eff.) Poison immunity: +5% Pinning immunity: +15% Stun/Freeze immunity: +5% Maximum life: +49.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Light source | alchemist's lamp 'Glorelema' alchemist's lamp 'Glorelema'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Changes stats: +5 Cun / +5 Mag Changes resistances: +9% acid / +5% arcane / +3% lightning Changes resistances penetration: +8% all Physical save: +3 (+1 eff.) Spell save: +10 (+3 eff.) Silence immunity: +5% Pinning immunity: +5% Spellpower: +8 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Inventory
heat beam rune (108 fire damage) heat beam rune (108 fire damage)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: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 108.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. Press to compare |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. Press to compare |
elm starstaff 'Bleaklash' (107% power, 2 apr, physical element) elm starstaff 'Bleaklash' (107% power, 2 apr, physical element)Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 107% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Damage (Melee): +8 darkness When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Changes damage: +13% temporal / +13% physical / +25% darkness / +13% light Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Press to compare |
elm vilestaff (100% power, 2 apr, darkness element) elm vilestaff (100% power, 2 apr, darkness element)Requires: 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Press to compare |
potent elm magestaff (104% power, 2 apr, lightning element) potent elm magestaff (104% power, 2 apr, lightning element)Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 105% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +12% lightning Talent granted: +1 Command Staff Spellpower: +5 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Press to compare |
greater yew vilestaff of projection (120% power, 4 apr, blight element) greater yew vilestaff of projection (120% power, 4 apr, blight element)Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x 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 damage: +20% blight / +20% fire / +20% darkness / +20% acid Talent granted: +1 Command Staff Spellpower: +17 (+5 eff.) Spell crit. chance: +5% It can be used to project a bolt from the staff (to range 8) dealing 27.22 - 32.67 blight damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
shimmering woollen robe of protection (2 def, 2 armour) shimmering woollen robe of protection (2 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes damage: +10% arcane Physical save: +16 (+5 eff.) Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
regal linen cloak of the Shaloren (1 def, 0 armour) regal linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +4 Wil Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
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. Press to compare |
restful rough leather gloves of magic (+3) (0 def, 1 armour) restful rough leather gloves of magic (+3) (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 Changes stats: +3 Mag Changes damage: +3% arcane Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
umbral rough leather gloves of strength (+2) (0 def, 1 armour) umbral rough leather gloves of strength (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+7 eff.) Armour: +1 Damage (Melee): 6 darkness Changes stats: +2 Str Changes resistances: +5% darkness Changes damage: +4% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
rough leather cap of dexterity (+3) (0 def, 1 armour) rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. Press to compare |
Blazebearer the dwarven-steel helm (0 def, 7 armour) Blazebearer the dwarven-steel helm (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 6 physical Changes stats: +7 Str / +3 Cun / +3 Con Changes resistances: +12% cold Allows you to breathe in: water Physical save: +11 (+4 eff.) Mental save: +8 (+3 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.16 Maximum hate: +2.00 Maximum psi: +10.00 Mental crit. chance: +1% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. Press to compare |
Natureobeisance the iron pickaxe (dig speed 19 turns) Natureobeisance the iron pickaxe (dig speed 19 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 nature Changes stats: +3 Str Changes resistances penetration: +15% nature Changes damage: +7% fire / +6% mind / +12% darkness Mental save: +6 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
iron pickaxe of Reknor (dig speed 20 turns) iron pickaxe of Reknor (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 382/400. 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 insaneNecromancer the Higher Necromancer level 36
69th Dusk 122nd year of Ascendancy at 08:24 see stats
By insaneNecromancer the Higher Necromancer level 9
1st Summertide 122nd year of Ascendancy at 21:28 see stats
By insaneNecromancer the Higher Necromancer level 10
15th Dusk 122nd year of Ascendancy at 07:03 see stats
By insaneNecromancer the Higher Necromancer level 20
55th Dusk 122nd year of Ascendancy at 08:59 see stats
By insaneNecromancer the Higher Necromancer level 30
59th Dusk 122nd year of Ascendancy at 06:40 see stats
By insaneNecromancer the Higher Necromancer level 32
60th Dusk 122nd year of Ascendancy at 02:09 see stats
By insaneNecromancer the Higher Necromancer level 9
1st Summertide 122nd year of Ascendancy at 21:36 see stats
By insaneNecromancer the Higher Necromancer level 19
55th Dusk 122nd year of Ascendancy at 05:11 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
You gain 25.00 gold from the transmogrification of linen cloak 'Arcprophet' (1 def, 6 armour).
You gain 1.35 gold from the transmogrification of mindwoven woollen robe of lightning (+21%) (0 def, 0 armour).
You gain 7.17 gold from the transmogrification of crackling steel shield of crushing (6 def, 2 armour, 36 block).
You gain 1.67 gold from the transmogrification of iron battleaxe of purging (108% power, 1 apr).
There is a Small lumberjack village here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Today is the 70th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 71st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Ran for 4 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
InsaneNecromancer deactivates Animus Hoarder.
InsaneNecromancer deactivates Soulwinds.
InsaneNecromancer deactivates Blurred Mortality.
InsaneNecromancer deactivates Necrotic Aura.
InsaneNecromancer deactivates Through The Crowd.