










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Necromancer |
Level / Exp | 27 / 64% |
Size | small |
Lifes / Deaths | Killed by Celia at level 27 on the 38th Regrowth 123rd year of Ascendancy at 23:03 / 1 |
Primary Stats
Strength | 31 (base 10) |
Dexterity | 30 (base 10) |
Constitution | 66 (base 43) |
Magic | 91 (base 52) |
Willpower | 50 (base 24) |
Cunning | 35 (base 11) |
Resources
Life | -733/515 |
Mana | 427/482 |
Soul | 7/12 |
Healing Factor | 1.6088369623248 |
Regeneration | 0.4022092405812 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 6 |
See Stealth | 35.508560162218 |
See Invisible | 48.508560162218 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 41 |
Accuracy | 31 |
Crit Chance | 20% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +26% |
Light | +17% |
Temporal | +27% |
Physical | +3% |
Fire | +3% |
Offense: Damage Penetration
Blight | +5% |
Lightning | +10% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 5 |
Physical Save | 44 |
Spell Save | 47 |
Mental Save | 53 |
Defense: Resistances
Mind | + 28%( 70%) |
Lightning | + 29%( 70%) |
Light | + 30%( 70%) |
Temporal | + 24%( 70%) |
Darkness | + 52%( 70%) |
Physical | + 24%( 70%) |
Fire | + 18%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 39% |
Blind Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 light, 5 cold, 5 arcane, 5 nature |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Spell / Master necromancer | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed sandworm tooth. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed warg claw. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed snow giant kidney. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed pouch of bone giant dust. * You've found the needed length of troll intestine. | 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 within7 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 | ![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +2 Cun dps ---------- Phys.crit +2.0% Crit.mult +5.00% Res.pen +5% physical Apr +1 Melee Ret 6 lightning ----- def ----- Armour +1 Phys.save +10 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +3 Mag +6 Con dps ---------- Res.pen +10% lightning Melee Ret 4 mind ----- def ----- Crit.dmg- 10.00% Blind- +25% Confus- +12% ---------- misc Light +7 See.Stealth +7 See.Invis +8 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 7 turns. The radius will increase with your Cunning. 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. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +7 Wil +7 Cun dps ---------- Phys.pwr +9 (+5 eff.) Dmg.mod +6% darkness Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +13% temporal +13% physical Phys.save +13 (+5 eff.) ---------- misc Infravis +2 See.Invis +12 A cap made of leather. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +9% lightning +6% darkness Heal.mod +5% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Wil +5 Con dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Crit.dmg- 10.00% Heal.mod +20% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +10 Mag +4 Wil +4 Cun +2 Con dps ---------- Spell.pwr +11 (+3 eff.) ----- def ----- Armour +4 Mind.save +8 (+3 eff.) Confus- +27% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% fire ----- def ----- Resists +6% fire Max.HP +30.00 ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Phys.crit +3.0% Spell.crit +13% Crit.mult +28.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness Melee Ret 10 light ----- def ----- Crit.dmg- 10.00% Die.at -40.00 life ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +2 Wil +2 Cun dps ---------- Melee+ 5 acid 5 fire 5 cold 4 lightning ----- def ----- Armour +2 Resists +7% light +7% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 85.09 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 | ![]() 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag dps ---------- Mind.crit +6% Mind.pwr +5 (+2 eff.) Dmg.mod +17% light +21% temporal Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Armour +6 Defense +6 (+3 eff.) Resists +26% darkness +17% mind +12% light +13% all Phys.save +15 (+5 eff.) Spell.save +18 (+6 eff.) Mind.save +54 (+15 eff.) Max.HP +54.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +4 Str +9 Dex +6 Cun +6 Con dps ---------- Dmg.mod +3% physical Acc +5 (+2 eff.) Apr +6 ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+3 eff.) ---------- misc Stam/turn +1.80 Psi/ret +0.16 Masteries +0.20 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Str +5 Wil +9 Lck dps ---------- Dmg.mod +6% temporal Acc +9 (+4 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +11 (+5 eff.) Resists +6% darkness Unseen.red 13% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Inventory
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% darkness Affinity +20% darkness Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+10 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +15% arcane Res.pen +5% darkness +5% arcane ----- def ----- Resists +6% light ---------- misc Light +1 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By HalfNecro the Halfling Necromancer level 8
7th Flare 122nd year of Ascendancy at 17:33 see stats
By HalfNecro the Halfling Necromancer level 21
1st Wintertide 123rd year of Ascendancy at 00:52 see stats
By HalfNecro the Halfling Necromancer level 10
25th Dusk 122nd year of Ascendancy at 05:56 see stats
By HalfNecro the Halfling Necromancer level 20
6th Decay 122nd year of Ascendancy at 18:49 see stats
By HalfNecro the Halfling Necromancer level 14
35th Dusk 122nd year of Ascendancy at 07:04 see stats
By HalfNecro the Halfling Necromancer level 7
78th Pyre 122nd year of Ascendancy at 03:29 see stats
By HalfNecro the Halfling Necromancer level 7
3rd Mirth 122nd year of Ascendancy at 02:49 see stats
By HalfNecro the Halfling Necromancer level 22
1st Allure 123rd year of Ascendancy at 02:27 see stats
By HalfNecro the Halfling Necromancer level 15
36th Dusk 122nd year of Ascendancy at 13:46 see stats
Log
Celia hits Lord of Skulls (bone giant) for 62 cold damage.
Celia hits Celia for (6 absorbed), 0 cold (0 total damage).
Celia hits HalfNecro for 103 cold damage.
Dreadmaster receives 105 healing.
Celia killed Lord of Skulls (bone giant)!
Armoured skeleton warrior is no longer out of phase.
Armoured skeleton warrior is no longer out of phase.
Bleeding from Heavy bone giant hits Ghoul for 28 physical damage.
Rime Wraith from Celia hits HalfNecro for 280 cold damage.
Bleeding from HalfNecro hits Armoured skeleton warrior for (14 absorbed), 0 physical (0 total damage).
Bleeding from HalfNecro hits Armoured skeleton warrior for (28 absorbed), 0 physical (0 total damage).
The shield around Celia crumbles.
Celia casts Corpselight.
Celia summons a corpselight!
Celia shrugs off the effect 'Spike of Decrepitude'!
Spikes of Decrepitude hits Ghoul for 6 cold, 13 darkness (19 total damage).
Spikes of Decrepitude hits Celia for 0 cold, (10 absorbed), 5 darkness (5 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for (5 absorbed), 0 cold, (15 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for (5 absorbed), 0 cold, (15 absorbed), 0 darkness (0 total damage).
Celia hits Celia for 2 cold damage.
Celia hits HalfNecro for (13 to minion: dreadmaster), 75 cold (75 total damage).
Hiemal Shield hits Celia for (4 absorbed) damage.
Bleeding from HalfNecro hits Armoured skeleton warrior for (25 absorbed), 0 physical (0 total damage).
Bleeding from HalfNecro hits Armoured skeleton warrior for (51 absorbed), 0 physical (0 total damage).
Bleeding from Heavy bone giant hits Ghoul for 37 physical damage.
Celia hits HalfNecro for (27 to minion: dreadmaster), 149 cold (149 total damage).
Celia hits Dreadmaster for 97 cold damage.
Celia casts Invoke Darkness.
Celia hits HalfNecro for (42 to minion: dreadmaster), 236 darkness (236 total damage).
HalfNecro the level 27 halfling necromancer was swallowed by the void to death by Celia on level 2 of Last Hope Graveyard.