










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Necromancer |
Level / Exp | 23 / 51% |
Size | medium |
Lifes / Deaths | Killed by Zubymira the midge swarm at level 23 on the 8th Haze 122nd year of Ascendancy at 00:42 / 1 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 23 (base 10) |
Magic | 75 (base 53) |
Willpower | 24 (base 13) |
Cunning | 56 (base 45) |
Resources
Life | -264/395 |
Mana | 221/364 |
Soul | 9/14 |
Healing Factor | 1.5099022211821 |
Regeneration | 16.533429321944 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 6 |
See Stealth | 35.308559597209 |
See Invisible | 35.308559597209 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 28 |
Accuracy | 21 |
Crit Chance | 22% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Acid | +3% |
Light | +21% |
Temporal | +7% |
Darkness | +42% |
Arcane | +13% |
Lightning | +5% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 40 |
Mental Save | 37 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 32%( 70%) |
All | + 28%( 70%) |
Lightning | + 32%( 70%) |
Light | + 39%( 70%) |
Temporal | + 41%( 70%) |
Darkness | + 54%( 70%) |
Defense: Immunities
Silence Resistance | 48% |
Disarm Resistance | 32% |
Knockback Resistance | 21% |
Confusion Resistance | 22% |
Stun Resistance | 100% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 4 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 20 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. |
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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. 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 sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +20% Confus Resist +22% Stun Resist +20% A pair of boots made of leather. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 86, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 281.16 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: defense ------ Armor +4 Defense +1 (+1 eff.) Resistance +9% blight +6% cold +5% arcane Life +20.00 Stun Resist +20% other ------- EQ when Hit +0.90 Psi when Hit +0.80 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Spellpower +15 (+4 eff.) defense ------ Resistance +6% acid Mind save +3 (+2 eff.) Disarm Resist +10% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 159 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Mag offense ------ Damage +6% physical Ignore resists +10% physical Ignore Armor +1 defense ------ Life +20.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +21% other ------- Infravision +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +72.00 Life Regen +8.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +1 Mag offense ------ Mindpower +3 (+1 eff.) defense ------ Defense +5 (+5 eff.) Resistance +9% light Physical save +6 (+3 eff.) Healmod +15% Stun Resist +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Crit +5.0% Spell Crit +9% Critical power +12.00% Physical Power +8 (+4 eff.) Spellpower +15 (+4 eff.) Damage +15% darkness Accuracy +6 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Resistance +3% darkness Crit Resistance 10.00% Life Regen +0.70 Healmod +12% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Nature While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +7 (+2 eff.) On-Hit 7 lightning 5 light 6 arcane Damage +5% lightning +6% light +4% arcane On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +3% Resistance +6% lightning +7% light +5% arcane Stun Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +4% Spellpower +11 (+3 eff.) Spellpower/crit +4 Damage +9% arcane +7% temporal defense ------ Resistance +11% all Silence Resist +28% other ------- Max mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex offense ------ Accuracy +5 (+3 eff.) Ignore Armor +4 defense ------ Defense +2 (+2 eff.) Resistance +13% darkness +19% temporal Out-of-Phase Defense +14 Out-of-Phase Resistance +11% Out-of-Phase Resilience +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown 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 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Cun +9 Con offense ------ Move Speed +10% Damage +3% acid +12% darkness When Hit 2 acid On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Fatigue -5% Resistance +12% acid Physical save +10 (+5 eff.) Spell save +12 (+4 eff.) Mind save +14 (+6 eff.) Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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: 2 physical, 3 darkness, 3 blight, 3 fire, 5 mind, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 99.50 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 35% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1183% for 10 turns (260 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 37 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% temporal Pinning Resist +21% Knockbk Resist +21% other ------- Masteries +0.12 Spell/Spectre Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: offense ------ Damage +9% acid defense ------ Resistance +10% lightning +6% physical +23% mind Confus Resist +20% Stun Resist +26% other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil offense ------ Mind Crit +3% Mindpower +20 (+8 eff.) Damage +11% acid +3% mind defense ------ Resistance +22% acid other ------- Hate-on-crit +3.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% light +6% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 30 defense ------ Armor +4 Resistance +24% light Crit Resistance 15.00% Poison Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +1 Wil +6 Con offense ------ Damage +3% nature +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +12 (+5 eff.) Confus Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Wil offense ------ Critical power +10.00% Spellpower/crit +6 defense ------ Resistance +21% acid +18% fire +17% lightning +18% cold Mind save +8 (+4 eff.) Blind Resist +28% other ------- Vim-on-crit +1.00 Max mana +20.00 Infravision +4 See Stealth +13 See Invisibility +12 Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 1H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Defense +5 (+5 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 111.66 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% blight other ------- Talents +1 Command Staff On Spell Hit: 10% Lightning level 2 Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Nature Weapon Damage 18.0 - 28.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 40.0 - 64.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% all Accuracy +12 (+6 eff.) Ignore Armor +10 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature/Disrupt Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 nature On Hit: * 7% chance to slow global speed by 50% Massive two-handed swords. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic level 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 30 * 25% chance for lightning to strike from the target to a second target dealing 109 damage While equipped: Stats +1 Str +1 Cun +3 Mag offense ------ Damage +3% acid +6% physical Accuracy +10 (+5 eff.) When Hit 2 acid defense ------ Disease Resist +12% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Disrupt/Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 12 arcane resource burn Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Weapon Damage 24.5 - 31.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: offense ------ Ignore resists +7% all Accuracy +5 (+3 eff.) Ignore Armor +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T1 shield armor [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Mag +2 Cun +1 Con offense ------ Damage +11% light +10% darkness When Hit: * 11% chance to reduce armor by 40% defense ------ Armor +2 Fatigue +8% Resistance +10% acid +10% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +6% blight +11% all Life +67.00 Life Regen +1.50 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+8 eff.) Fatigue +8% Life +20.00 Life Regen +3.00 Healmod +12% A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +18% Summoned defense ------ Resist Against +17% Summoned Life +35.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Critical power +15.00% Damage +3% physical Ignore Armor +1 defense ------ Armor +4 Defense +1 (+1 eff.) Resistance +3% light Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +1 (+1 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +1 Mag +2 Wil defense ------ Defense +1 (+1 eff.) Spell save +6 (+2 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +4.0% Damage +12% physical Ignore Armor +2 defense ------ Armor +11 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Mag +3 Wil defense ------ Armor +4 Fatigue +2% other ------- Infravision +1 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +25 (+13 eff.) Ignore resists +10% fire +20% cold Ignore Armor +2 defense ------ Armor +3 Fatigue +2% Unlife -60.00 life other ------- Stamina/turn +0.40 Max stamina +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +4 Wil +3 Cun +5 Con defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 68.31 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Mag +4 Con offense ------ Damage +12% darkness defense ------ Defense +1 (+1 eff.) Resistance +18% darkness +6% nature other ------- Infravision +1 See Invisibility +9 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore resists +25% darkness +5% cold When Hit 2 darkness defense ------ Armor +1 Fatigue +1% Resistance +3% light +6% cold Physical save +11 (+5 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+2 eff.) Damage +3% fire defense ------ Armor +3 Fatigue +5% Resistance +6% acid +9% blight +3% cold +5% arcane +3% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +3 Wil offense ------ Damage +6% lightning Ignore resists +10% lightning +15% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +4% Resistance +13% cold Mind save +8 (+4 eff.) other ------- Light +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Dex +4 Wil offense ------ Damage +5% mind defense ------ Resistance +9% light Life +40.00 Blind Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +7 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +7 (+4 eff.) defense ------ Resistance +9% temporal +3% nature +6% darkness Mind save +3 (+2 eff.) Poison Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex offense ------ Damage +5% nature +9% fire Ignore resists +15% fire defense ------ Resistance +11% nature +1% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Physical Power +5 (+3 eff.) Ignore resists +10% mind Accuracy +20 (+10 eff.) Ignore Armor +10 defense ------ Defense +10 (+9 eff.) Physical save +9 (+4 eff.) other ------- Max psi +20.00 Light +3 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 125% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Taodrtn the Higher Necromancer level 11
6th Flare 122nd year of Ascendancy at 10:08 see stats
By Taodrtn the Higher Necromancer level 10
10th Mirth 122nd year of Ascendancy at 14:56 see stats
By Taodrtn the Higher Necromancer level 20
54th Dusk 122nd year of Ascendancy at 02:00 see stats
By Taodrtn the Higher Necromancer level 21
78th Dusk 122nd year of Ascendancy at 06:33 see stats
By Taodrtn the Higher Necromancer level 22
2nd Haze 122nd year of Ascendancy at 16:42 see stats
By Taodrtn the Higher Necromancer level 7
1st Mirth 122nd year of Ascendancy at 20:07 see stats
By Taodrtn the Higher Necromancer level 7
4th Mirth 122nd year of Ascendancy at 02:08 see stats
By Taodrtn the Higher Necromancer level 17
40th Dusk 122nd year of Ascendancy at 20:22 see stats
Log
Taodrtn evades the effect 'Spell Disruption'!
Zubymira the midge swarm hits Taodrtn for 0 physical damage.
Melee retaliation hits Zubymira the midge swarm for 2 acid damage.
Taodrtn deactivates Erupting Shadows.
Erupting Shadows has been disrupted by anti-magic forces!
Taodrtn's spell attains critical power!
Taodrtn is surging arcane power.
Taodrtn unleashes a blast of frostdusk as she crosses the veil!
Zubymira the midge swarm begins rampaging!
Taodrtn hits Zubymira the midge swarm for 124 cold, 108 darkness (232 total damage).
Taodrtn's Consume Soul has been disrupted by anti-magic forces!
Taodrtn moves reluctantly!
Taodrtn seems more solid.
Taodrtn HEALS from darkness damage!
Mindrot hits Taodrtn for 11 mind, 6 darkness, 4 healing (16 total damage) [4 healing].
Spikes of Decrepitude hits Zubymira the midge swarm for 15 cold, 16 darkness (31 total damage).
Zubymira the midge swarm uses Harass Prey.
Taodrtn has been harassed.
Taodrtn's Rune: Shatter Afflictions is disrupted!
Zubymira the midge swarm performs a melee critical strike against Taodrtn!
Taodrtn's Command Staff is disrupted!
Zubymira the midge swarm hits Taodrtn for 36 physical, 0 physical (36 total damage).
Melee retaliation hits Zubymira the midge swarm for 1 acid, 1 acid (2 total damage).
Zubymira the midge swarm hits Taodrtn for 87 physical damage.
Melee retaliation hits Zubymira the midge swarm for 1 acid damage.
Taodrtn is no longer being stalked by Zubymira the midge swarm.
Zubymira the midge swarm hits Taodrtn for 90 physical damage.
Melee retaliation hits Zubymira the midge swarm for 1 acid damage.
Taodrtn the level 23 higher necromancer was bled to death by Zubymira the midge swarm on level 3 of Old Forest.