









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 25 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 21 on the 62nd Haze 122nd year of Ascendancy at 04:41 / 2Killed by Bethulrawe the skeleton master archer at level 25 on the 75th Dusk 123rd year of Ascendancy at 13:00 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 26 (base 21) |
| Magic | 90 (base 55) |
| Willpower | 32 (base 15) |
| Cunning | 62 (base 36) |
Resources
| Life | -452/290 |
| Mana | 318/408 |
| Soul | 9/16 |
| Healing Factor | 1.1316586254954 |
| Regeneration | 0.28291465637385 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 1 |
| See Stealth | 7 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 21 |
| Crit Chance | 33% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +12% |
| Cold | +15% |
| Darkness | +23% |
| Arcane | +22% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 11 |
| Physical Save | 31 |
| Spell Save | 41 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Arcane | + 47%( 70%) |
| Cold | + 49%( 70%) |
| All | + 36%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 52%( 70%) |
| Physical | + 38%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Confusion Resistance | 11% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 38% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 62 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 112 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous 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 820% for 10 turns (194 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Araldavena the giant black ant. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | 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. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. 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 hummerhorn wing. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed pouch of luminous horror dust. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Pitchzephyr2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +5 Cun offense ------ Ignore resists +5% darkness defense ------ Blind Resist +23% Confus Resist +11% other ------- Hate-on-crit +5.00 Max hate +2.00 Max psi +20.00 Light +7 See Stealth +7 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 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 | Vorugamina (20 def, 14 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: defense ------ Armor +14 Defense +20 (+10 eff.) Fatigue +4% Resistance +3% acid +4% all Physical save +23 (+11 eff.) Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina when Hit +1.80 EQ when Hit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of psionic shield 'Nimbusmarrow' [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% lightning +3% darkness Ignore resists +15% darkness +5% lightning When Hit 6 nature On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Resistance +6% lightning Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +5 (+1 eff.) Accuracy +8 (+4 eff.) Ignore Armor +8 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | solipsist's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | spiritwalker's hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag offense ------ Physical Crit +4.0% Critical power +8.00% Physical Power +4 (+2 eff.) other ------- Mana/turn +0.17 Max mana +30.00 A belt that goes around your waist. |
| In main hand | magewarrior's short yew starstaff (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 1H weapon [Ego+] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +7% Physical Power +7 (+3 eff.) Spellpower +16 (+4 eff.) Damage +20% darkness Accuracy +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 48.50 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag offense ------ Spell Crit +20% Spellpower +15 (+4 eff.) Damage +22% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Eremigosta the Airpierce (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +5 Mag +2 Cun offense ------ Physical Crit +3.0% Damage +6% lightning defense ------ Defense +2 (+1 eff.) Resistance +3% physical Physical save +6 (+3 eff.) Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 330 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
movement infusion of the psychic (speed 520%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 836%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 836% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, fire, nature)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: 4 lightning, 2 physical, 5 darkness, 3 fire, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (278.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 278.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 20; resist 17%; move 30%; dur 5; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 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 17% all resistance, you move 30% faster, and you are invisible (power 20). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 97; dur 5; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 97 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
infernal ash starstaff of fate (15-18 power, 3 apr, darkness element)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 +7% Critical power +19.00% Spellpower +10 (+3 eff.) On-Hit 15 fire Damage +15% darkness defense ------ Physical save +7 (+4 eff.) Spell save +5 (+2 eff.) Mind save +5 (+2 eff.) other ------- See Invisibility +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+6 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
insulating rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Master/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +6% fire +5% cold Physical save +6 (+3 eff.) A belt that goes around your waist. |
enveloping linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +6 (+3 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +64.00 Life Regen +1.90 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
temporal hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 9 arcane 5 temporal On-Ranged-Hit 7 temporal Damage +5% arcane +4% temporal defense ------ Armor +2 Resistance +4% arcane +7% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather cap of absorption (0 def, 3 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +1% other ------- Stamina when Hit +0.70 EQ when Hit +0.80 Infravision +1 A cap made of leather. |
4 agate0.0 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. |
202 alchemist agate0.0 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. |
3 onyx0.0 Encumbrance 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. |
4 aquamarine0.0 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. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Emelylle the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Mag +1 Con defense ------ Resistance +3% acid +5% arcane +9% lightning other ------- Light +6 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Transmogrification Chest2.0 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. |
6 amethyst0.0 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. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 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. |
5 citrine0.0 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. |
7 zircon0.0 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. |
Achievements
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Yeek Wyrmic the Higher Necromancer level 24
18th Dusk 123rd year of Ascendancy at 19:59 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Yeek Wyrmic the Higher Necromancer level 19
38th Haze 122nd year of Ascendancy at 02:50 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Yeek Wyrmic the Higher Necromancer level 20
49th Haze 122nd year of Ascendancy at 08:56 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yeek Wyrmic the Higher Necromancer level 22
10th Flare 123rd year of Ascendancy at 06:30 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yeek Wyrmic the Higher Necromancer level 25
68th Dusk 123rd year of Ascendancy at 13:24 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Yeek Wyrmic the Higher Necromancer level 10
8th Flare 122nd year of Ascendancy at 00:00 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Yeek Wyrmic the Higher Necromancer level 20
48th Haze 122nd year of Ascendancy at 22:42 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Yeek Wyrmic the Higher Necromancer level 21
62nd Haze 122nd year of Ascendancy at 11:31 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Yeek Wyrmic the Higher Necromancer level 1
74th Pyre 122nd year of Ascendancy at 15:02 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Yeek Wyrmic the Higher Necromancer level 11
1st Dusk 122nd year of Ascendancy at 11:56 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Yeek Wyrmic the Higher Necromancer level 21
9th Mirth 123rd year of Ascendancy at 13:55 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Yeek Wyrmic the Higher Necromancer level 14
31st Dusk 122nd year of Ascendancy at 10:46 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Yeek Wyrmic the Higher Necromancer level 19
65th Dusk 122nd year of Ascendancy at 08:30 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Yeek Wyrmic the Higher Necromancer level 21
62nd Haze 122nd year of Ascendancy at 04:41 see stats
Log
Your shield crumbles under the damage!
The shield around Yeek Wyrmic crumbles.
Elyyatta the skeleton warrior performs a melee critical strike against Yeek Wyrmic!
Elyyatta the skeleton warrior resists the blinding light!
Bethulrawe the skeleton master archer is freed from the rigor mortis.
Melee retaliation hits Elyyatta the skeleton warrior for 5 nature, 5 nature (9 total damage).
Elyyatta the skeleton warrior receives 27 healing from Temporal Restoration Field.
Elyyatta the skeleton warrior hits Yeek Wyrmic for (62 absorbed), 16 darkness, 9 light, 24 darkness, 38 light, 93 darkness, 5 nature, 6 darkness, 9 light, 24 darkness (225 total damage).
Bethulrawe the skeleton master archer's Thread Walk performs a ranged critical strike against Yeek Wyrmic!
Bethulrawe the skeleton master archer's Thread Walk hits Yeek Wyrmic for 149 physical, 7 fire, 11 fire (167 total damage).
Bethulrawe the skeleton master archer is out of phase.
Elyyatta the skeleton warrior resists the baneful energy!
Bethulrawe the skeleton master archer resists the baneful energy!
Elyyatta the skeleton warrior's fades into the shadows.
Yeek Wyrmic's desolate waste area effect hits Bethulrawe the skeleton master archer for 28 cold damage.
Yeek Wyrmic's desolate waste area effect hits Elyyatta the skeleton warrior for 20 cold damage.
Yeek Wyrmic's desolate waste area effect hits Bethulrawe the skeleton master archer for 28 cold damage.
Yeek Wyrmic's desolate waste area effect hits Elyyatta the skeleton warrior for 20 cold damage.
Yeek Wyrmic's desolate waste area effect hits Bethulrawe the skeleton master archer for 28 cold damage.
Yeek Wyrmic's desolate waste area effect hits Elyyatta the skeleton warrior for 20 cold damage.
Deep Wound from Bethulrawe the skeleton master archer hits Yeek Wyrmic for 18 physical damage.
Yeek Wyrmic receives 9 healing from Eternal Night.
Spikes of Decrepitude hits Bethulrawe the skeleton master archer for 31 cold, 23 darkness (53 total damage).
Spikes of Decrepitude hits Elyyatta the skeleton warrior for 23 cold, 19 darkness (42 total damage).
Bethulrawe the skeleton master archer casts Warp Blade.
Bethulrawe the skeleton master archer warps space-time to equip: iron longsword
iron dagger.
Bethulrawe the skeleton master archer resists the blinding light!
Bethulrawe the skeleton master archer hits Yeek Wyrmic for 23 temporal damage.
Melee retaliation hits Bethulrawe the skeleton master archer for 6 nature, 6 nature (12 total damage).
Yeek Wyrmic the level 25 higher necromancer was replaced by a time clone (and no one ever knew the difference) to death by Bethulrawe the skeleton master archer on level 1 of Ruined halfling complex.








































































































