Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Myth's Minimalist UI 1.5.9This 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 1.5.0Official 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:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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 1.5.0Combines 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Myth's Tactical Borders 1.5.9This 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. 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: Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Forbidden Cults 1.5.9Official 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.
Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Spell Merchants 1.5.10
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Revamped Skirmisher 1.5.10Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Dread Necromancer |
Level / Exp | 12 / 49% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 22 (base 22) |
Magic | 45 (base 36) |
Willpower | 20 (base 13) |
Cunning | 12 (base 11) |
Resources
Life | 208/208 |
Mana | 262/262 |
Soul | 3/5 |
Healing Factor | 1.19375 |
Regeneration | 0.2984375 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 15 |
Accuracy | 9 |
Crit Chance | 5% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +18% |
Light | +10% |
Temporal | +19% |
Cold | +10% |
Mind | +9% |
Offense: Damage Penetration
Darkness | +10% |
Cold | +8% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 25 |
Ranged Defense | 27 |
Fatigue | 1 |
Physical Save | 12 |
Spell Save | 21 |
Mental Save | 12 |
Defense: Resistances
Darkness | + 8%( 70%) |
Light | + 30%( 70%) |
Temporal | + 19%( 70%) |
Cold | + 18%( 70%) |
Lightning | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Ghoul mastery | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Skeletal mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spirit mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / High necromancy | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Adventure / Partner | 1.00 |
| 0/24 |
| 0/47 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Spell / Soul | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necromancy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | Will gain 1 Soul after gaining 100 fragments. Soul Fragments |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Magic by +2. | done |
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 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 |
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 within2 lumberjacks have died. | 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. pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)] pair of rough leather boots of uncanny dodging (3 def, 1 armour)pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+1 eff.) (-) Ranged Defense: +3 (+2 eff.) (-) Fatigue: +1% (-) A pair of boots made of leather. |
On hands | [vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +8%(-) darkness / +8%(-) temporal Changes resistances penetration: +10%(-) darkness / +10%(-) temporal Changes damage: +8%(-) darkness / +8%(-) temporal N.Energy each turn: +0.20 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +3% (-) Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
On head | [vs. spellwoven linen wizard hat (1 def, 0 armour) (On head)] spellwoven linen wizard hat (1 def, 0 armour)spellwoven linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Mana each turn: +0.14 (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +3% (-) A pointy cloth hat, very wizardly... |
Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered 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. |
On fingers | [vs. warrior's copper ring (On fingers, 1 of 2)] warrior's copper ringwarrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 (-) Changes stats: +2(-) Str Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. warrior's copper ring (On fingers, 1 of 2)] copper ring of time (+11%)copper ring of time (+11%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-4) Changes stats: +0(-2) Str Changes resistances: +11% temporal Changes damage: +11% temporal Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. grounding copper amulet of dexterity (+2) (Around neck)] grounding copper amulet of dexterity (+2)grounding copper amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Dex Changes resistances: +10%(-) lightning Stun/Freeze immunity: +24% (-) Amulets can have magical properties. |
In main hand | [vs. shimmering elm vilestaff of illumination (10-12 power, 2 apr, darkness element) (In main hand)] shimmering elm vilestaff of illumination (10-12 power, 2 apr, darkness element)shimmering elm vilestaff of illumination (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Defense: +6 (+3 eff.) (-) Effects on melee hit: * 5% chance to blind Damage (Melee): 0(-5) item light blind Changes damage: +10%(-) darkness Talents granted: +1.00(-) Command Staff Mana each turn: +0.11 (-) Maximum mana: +35.00 (-) Spellpower: +3 (+2 eff.) (-) Spell crit. chance: +1% (-) Light radius: +2 (-) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 59.86 light damage. Staves designed for wielders of magic, by the greats of the art. |
Main armor | [vs. Silk Current (12 def, 0 armour) (Main armor)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.10(-) Spell / Water Spellpower: +4 (+2 eff.) (-) Movement speed: +15% (-) This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | [vs. Dridor (1 def, 0 armour) (Cloak)] Dridor (1 def, 0 armour)Dridor (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +4(-) Wil Changes resistances: +3%(-) cold Changes damage: +9%(-) mind Maximum life: +34.00 (-) Mental crit. chance: +2% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (69 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Inventory
[vs. shimmering elm vilestaff of illumination (10-12 power, 2 apr, darkness element) (In main hand)] ash magestaff (15-18 power, 3 apr, arcane element)This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+5.0 - +6.0) Uses stat: 80% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (+1) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Damage (Melee): 0(-5) item light blind Changes damage: +15% arcane / +0%(-10%) darkness Talents granted: +1.00(-) Command Staff Mana each turn: +0.00 (-0.11) Maximum mana: +0.00 (-35.00) Spellpower: +6 (+3 eff.) (+3 (+1 eff.)) Spell crit. chance: +2% (+1%) Light radius: +0 (-2) Staves designed for wielders of magic, by the greats of the art. |
[vs. shimmering elm vilestaff of illumination (10-12 power, 2 apr, darkness element) (In main hand)] blazebringer's steel greatmaul (30.5-45.75 power, 2 apr)This item will automatically be transmogrified when you leave the level. blazebringer's steel greatmaul (30.5-45.75 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8(+20.5 - +33.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) Burst (radius 2) on crit: +10 fire When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Damage (Melee): 0(-5) item light blind Changes resistances penetration: +9% fire Changes damage: +0%(-10%) darkness Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.11) Maximum mana: +0.00 (-35.00) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) Global speed: +1% Massive two-handed mauls. |
[vs. shimmering elm vilestaff of illumination (10-12 power, 2 apr, darkness element) (In main hand)] flaming steel greatmaul of erosion (29.5-44.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. flaming steel greatmaul of erosion (29.5-44.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3(+19.5 - +32.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) Damage (Melee): +10 nature / +7 temporal Burst (radius 1) on hit: +9 fire When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Damage (Melee): 0(-5) item light blind Changes damage: +0%(-10%) darkness Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.11) Maximum mana: +0.00 (-35.00) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) Massive two-handed mauls. |
[vs. shimmering elm vilestaff of illumination (10-12 power, 2 apr, darkness element) (In main hand)] Ce'Nesetta (14-19.6 power, 3 apr)This item will automatically be transmogrified when you leave the level. Ce'Nesetta (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6(+4.0 - +7.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (+1) Crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) Damage (Melee): +8 nature / +9 temporal When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Damage (Melee): 0(-5) item light blind Changes stats: +4 Cun Changes resistances: +6% light Changes damage: +0%(-10%) darkness Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.11) Equilibrium when hit: +0.04 Psi when hit: +0.04 Hate when firing a critical mind attack: +4.00 Maximum mana: +0.00 (-35.00) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) Blunt and deadly. |
[vs. shimmering elm vilestaff of illumination (10-12 power, 2 apr, darkness element) (In main hand)] steel waraxe (13.5-18.9 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel waraxe (13.5-18.9 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9(+3.5 - +6.9) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (+1) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Damage (Melee): 0(-5) item light blind Changes damage: +0%(-10%) darkness Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.11) Maximum mana: +0.00 (-35.00) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) One-handed war axes. |
[vs. shimmering elm vilestaff of illumination (10-12 power, 2 apr, darkness element) (In main hand)] acidic steel dagger of massacre (17.5-22.75 power, 6 apr)This item will automatically be transmogrified when you leave the level. acidic steel dagger of massacre (17.5-22.75 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.5 - 22.8(+7.5 - +10.8) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+4) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +6 acid When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Damage (Melee): 0(-5) item light blind Changes damage: +0%(-10%) darkness Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.11) Maximum mana: +0.00 (-35.00) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) Sharp, short and deadly. |
[vs. shimmering elm vilestaff of illumination (10-12 power, 2 apr, darkness element) (In main hand)] steady rough leather slingThis item will automatically be transmogrified when you leave the level. steady rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-2) Crit. chance: +0.0% (-2.5%) Attack speed: 125% (+25%) Firing range: +6 When wielded/worn: Accuracy: +5 (+5 eff.) Physical crit. chance: +2.0% Defense: +0 (+0 eff.) (-6 (-3 eff.)) Damage (Melee): 0(-5) item light blind Changes damage: +0%(-10%) darkness Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.11) Maximum mana: +0.00 (-35.00) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots (13/13, 18.5-22.2 power, 2 apr)pouch of steel shots (13/13, 18.5-22.2 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 13 Shots are used with slings to pummel your foes to death. |
[vs. Silk Current (12 def, 0 armour) (Main armor)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-12 (-6 eff.)) Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-15%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent mastery: +0.00(-0.10) Spell / Water Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Movement speed: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Silk Current (12 def, 0 armour) (Main armor)] cured leather armour of the deep (2 def, 5 armour)This item will automatically be transmogrified when you leave the level. cured leather armour of the deep (2 def, 5 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) (-10 (-5 eff.)) Fatigue: +7% Damage when hit (Melee): 0(-10) cold Changes resistances: +6% acid / +5%(-10%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent mastery: +0.00(-0.10) Spell / Water Allows you to breathe in: water Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. Dridor (1 def, 0 armour) (Cloak)] linen cloak of Eldoral (1 def, 0 armour)linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2 Dex / +0(-4) Wil / +2 Cun Changes resistances: +0%(-3%) cold Changes damage: +0%(-9%) mind Maximum life: +0.00 (-34.00) Mental crit. chance: +0% (-2%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Dridor (1 def, 0 armour) (Cloak)] thick linen cloak of protection (1 def, 5 armour)thick linen cloak of protection (1 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) (-) Changes stats: +0(-4) Wil Changes resistances: +11%(+8%) cold Changes damage: +0%(-9%) mind Spell save: +6 (+3 eff.) Mental save: +5 (+5 eff.) Maximum life: +0.00 (-34.00) Mental crit. chance: +0% (-2%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)] pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +1% (-) A pair of boots made of leather. |
[vs. pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)] traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)This item will automatically be transmogrified when you leave the level. traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+1 eff.) (-) Ranged Defense: +2 (+1 eff.) (-1 (-1 eff.)) Fatigue: -4% (-5%) Maximum encumbrance: +20 Physical save: +5 (+5 eff.) A pair of boots made of leather. |
[vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] sand rough leather gloves of dexterity (+2) (0 def, 6 armour)sand rough leather gloves of dexterity (+2) (0 def, 6 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+10 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +2 Dex / +0(-3) Mag Changes resistances: +0%(-8%) darkness / +0%(-8%) temporal Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +3% physical / +0%(-8%) darkness / +0%(-8%) temporal N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] Spellhunt Remnants (1 def, 2 armour)Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +0(-3) Mag Changes resistances: +0%(-8%) darkness / +0%(-8%) temporal Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +0%(-8%) darkness / +0%(-8%) temporal Spell save: +4 (+2 eff.) N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +4 (+3 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
[vs. spellwoven linen wizard hat (1 def, 0 armour) (On head)] insulating linen wizard hat of fire (+5%) (1 def, 0 armour)insulating linen wizard hat of fire (+5%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances: +20% fire / +5% cold Changes damage: +10% fire Mana each turn: +0.00 (-0.14) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) A pointy cloth hat, very wizardly... |
[vs. spellwoven linen wizard hat (1 def, 0 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+10 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+10 eff.) Mana each turn: +0.00 (-0.14) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. aquamarineaquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. amethystamethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)] burglar's brass lanternThis item will automatically be transmogrified when you leave the level. burglar's brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: -8 (-12) Infravision radius: +4 Healing mod.: +0% (-10%) 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. |
[vs. Prox's Lucky Halfling Foot (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: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-5) Lck / +5 Wil Trap disarming bonus: +0 (-5) Mental save: +10 (+9 eff.) Mindpower: +5 (+3 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 5 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 50% 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. |
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 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. |
Achievements
By Yipers the Shalore Dread Necromancer level 11
42nd Dusk 122nd year of Ascendancy at 04:31 see stats
By Yipers the Shalore Dread Necromancer level 10
13rd Dusk 122nd year of Ascendancy at 05:09 see stats
By Yipers the Shalore Dread Necromancer level 11
22nd Dusk 122nd year of Ascendancy at 21:27 see stats
By Yipers the Shalore Dread Necromancer level 5
2nd Mirth 122nd year of Ascendancy at 03:35 see stats
Log
Yipers casts Animate Dead.
Ghoul is engulfed in dark energies.
Ghoul is engulfed in dark energies.
Ghoulking is engulfed in dark energies.
Ghoul is engulfed in dark energies.
Ghoul slows down.
Your summoned ghoul disappears.
The shield around Yipers crumbles.
Talent Reaper's Shroud is ready to use.
Your summoned ghoul disappears.
Your summoned ghoul disappears.
Resting starts...
Your summoned ghoul disappears.
Talent Animate Dead is ready to use.
Rested for 11 turns (stop reason: all resources and life at maximum).
You pickup 0.85 gold pieces.
Yipers picks up (e.): steel waraxe (13.5-18.9 power, 3 apr).
Yipers picks up (u.): burglar's brass lantern.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).