










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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 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:
Better Item Description 1.7.4This 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 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 | Nightmare Roguelike |
Sex | Female |
Race | Higher |
Class | Necromancer |
Level / Exp | 33 / 57% |
Size | medium |
Lifes / Deaths | Killed by Great Tentacly Being at level 22 on the 59th Haze 122nd year of Ascendancy at 19:38 / 2Killed by Glorowe the void horror at level 33 on the 28th Pyre 123rd year of Ascendancy at 08:03 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 21 (base 15) |
Constitution | 18 (base 13) |
Magic | 74 (base 60) |
Willpower | 20 (base 13) |
Cunning | 71 (base 60) |
Resources
Life | -275/461 |
Mana | 258/394 |
Soul | 10/14 |
Healing Factor | 1.2711363549267 |
Regeneration | 5.4023295084385 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +13% |
Spell | 0% |
Global | +121.88948431535% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 7 |
See Stealth | 55.813835514002 |
See Invisible | 70.813835514002 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 73 |
Accuracy | 27 |
Crit Chance | 24% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +23% |
Physical | +71% |
Mind | +12% |
Arcane | +9% |
Cold | +17% |
All | +6% |
Offense: Damage Penetration
Physical | +10% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 14 (54.823135475018%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 54 |
Mental Save | 47 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 59%( 70%) |
Arcane | + 58%( 70%) |
Cold | + 54%( 70%) |
All | + 45%( 70%) |
Lightning | + 49%( 70%) |
Light | + 44%( 70%) |
Temporal | + 54%( 70%) |
Physical | + 49%( 70%) |
Darkness | + 59%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Bleed Resistance | 20% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 107 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: 2.5 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. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 702% 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. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 470 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 |
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 failed to protect the lone alchemist from death by Lynhov. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Lynhov. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)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: * 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. * 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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. * 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. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 39. | 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. | 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 black mamba head. * You've found the needed skeleton mage skull. * You've found the needed orc heart. 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 storm wyrm claw. * You've found the needed vial of elder vampire blood. * You've found the needed faerlhing fang. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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. | 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 | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Dmg.mod +6% physical Apr +2 ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +4% physical ---------- misc Stam/turn +1.00 Mana/turn +0.14 Max.mana +20.00 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Wil +6 Mag dps ---------- Spell.pwr +30 (+6 eff.) ----- def ----- Resists +8% cold +7% temporal Def/telep +16 Res/telep +15% Dur/telep +12% ---------- misc Mana/s.crit +2.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Crit.mult +20.00% Res.pen +10% physical ----- def ----- Armour +4 Resists +5% arcane 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 reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +12% physical Apr +2 ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.stam +20.00 Light +2 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +2 Dex dps ---------- Mov.spd +13% Acc +13 (+7 eff.) ----- def ----- Defense +7 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +4 Resists +9% nature +3% physical Mind.save +7 (+2 eff.) Max.HP +60.00 Teleport- +20% ---------- misc Light +3 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Spell.pwr +15 (+3 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind +30% physical Res.pen +15% mind ----- def ----- Phys.save +9 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) Spell.pwr +15 (+3 eff.) S.pwr/crit +6 Dmg.mod +3% arcane Acc +7 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +13 (+5 eff.) Mind.save +7 (+2 eff.) Disarm- +26% ---------- misc Stam/turn +1.00 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 T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +17% lightning +17% physical +11% cold +6% all ----- def ----- Resists +7% lightning +8% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Defense +40 (+12 eff.) Phys.save +16 (+6 eff.) Spell.save +19 (+6 eff.) Mind.save +25 (+8 eff.) HP.reg +4.00 Heal.mod +20% Cut- +20% Def/telep +10 Res/telep +10% Dur/telep +10% 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 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +2 Dex +3 Mag +2 Con dps ---------- Dmg.mod +15% cold ----- def ----- Crit.chn- 15.00% Blind- +25% ---------- misc Infravis +4 See.Stealth +9 See.Invis +8 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% nature +18% darkness ----- def ----- Armour +10 Resists +12% nature +3% darkness +6% light Max.HP +60.00 Disease- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Str +4 Wil +5 Cun +3 Con dps ---------- Mind.pwr +8 (+3 eff.) Res.pen +25% cold ----- def ----- Resists +12% blight Crit.chn- 10.00% ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% lightning +3% mind Res.pen +15% mind Melee Ret 10 nature 2 lightning ----- def ----- Resists +3% nature Spell.save +12 (+4 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +8 arcane While equipped: Stats +4 Str +4 Dex +7 Mag +17 Wil +21 Con dps ---------- Res.pen +25% arcane ----- def ----- Max.HP +165.00 ---------- misc Light +3 See.Invis +15 Longbows are used to shoot arrows at your foes. |
![]() 5.0 T1 staff 2H weapon [Ego++] Arcane/Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil +7 Cun +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+2 eff.) S.pwr/crit +5 Dmg.mod +10% physical ----- def ----- HP.reg +0.70 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Wil +6 Con dps ---------- Phys.pwr +8 (+3 eff.) Mind.pwr +30 (+10 eff.) Acc +15 (+8 eff.) ----- def ----- Phys.save +8 (+3 eff.) ---------- misc Hate/m.crit +2.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight +5% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +15% lightning +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Armour +1 Resists +6% blight ---------- misc Stam/turn +0.40 Max.stam +11.00 Light +2 A pair of boots made of leather. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +9 Str +5 Wil dps ---------- Phys.crit +13.0% Mind.crit +10% Phys.pwr +5 (+2 eff.) Dmg.mod +12% mind Res.pen +10% physical ----- def ----- Armour +8 Resists +1% physical Phys.save +9 (+3 eff.) ---------- misc Max.vim +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 474.88 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 124% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 1/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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. |
Achievements
By Lynhov the Higher Necromancer level 22
60th Haze 122nd year of Ascendancy at 17:21 see stats
By Lynhov the Higher Necromancer level 31
49th Regrowth 123rd year of Ascendancy at 16:20 see stats
By Lynhov the Higher Necromancer level 16
74th Dusk 122nd year of Ascendancy at 14:36 see stats
By Lynhov the Higher Necromancer level 19
14th Haze 122nd year of Ascendancy at 01:34 see stats
By Lynhov the Higher Necromancer level 32
68th Regrowth 123rd year of Ascendancy at 00:28 see stats
By Lynhov the Higher Necromancer level 32
59th Regrowth 123rd year of Ascendancy at 11:39 see stats
By Lynhov the Higher Necromancer level 10
11st Dusk 122nd year of Ascendancy at 03:59 see stats
By Lynhov the Higher Necromancer level 20
14th Haze 122nd year of Ascendancy at 13:12 see stats
By Lynhov the Higher Necromancer level 30
34th Regrowth 123rd year of Ascendancy at 15:46 see stats
By Lynhov the Higher Necromancer level 25
79th Haze 122nd year of Ascendancy at 18:13 see stats
By Lynhov the Higher Necromancer level 26
5th Allure 123rd year of Ascendancy at 13:38 see stats
By Lynhov the Higher Necromancer level 30
34th Regrowth 123rd year of Ascendancy at 19:33 see stats
By Lynhov the Higher Necromancer level 19
12nd Haze 122nd year of Ascendancy at 21:08 see stats
By Lynhov the Higher Necromancer level 29
33rd Regrowth 123rd year of Ascendancy at 19:44 see stats
By Lynhov the Higher Necromancer level 6
79th Pyre 122nd year of Ascendancy at 10:51 see stats
By Lynhov the Higher Necromancer level 27
15th Regrowth 123rd year of Ascendancy at 19:39 see stats
By Lynhov the Higher Necromancer level 14
52nd Dusk 122nd year of Ascendancy at 18:42 see stats
By Lynhov the Higher Necromancer level 28
24th Regrowth 123rd year of Ascendancy at 06:24 see stats
By Lynhov the Higher Necromancer level 18
8th Haze 122nd year of Ascendancy at 18:51 see stats
Log
Lynhov deactivates Grim Shadow.
Lynhov deactivates Aura of Undeath.
Glorowe the void horror hits Armoured skeleton warrior for 88 blight damage.
Glorowe the void horror hits Lynhov for 32 blight damage.
Glorowe the void horror receives 199 healing.
Lava floor burns Lynhov!
Glorowe the void horror hits Lynhov for 38 fire damage.
Lynhov is no longer surging arcane power.
Lava floor burns Armoured skeleton warrior!
Armoured skeleton warrior performs a melee critical strike against Glorowe the void horror!
Armoured skeleton warrior hits Glorowe the void horror for (49 dissipated), 483 physical, (4 dissipated), 9 nature, (7 dissipated), 16 acid, (4 dissipated), 10 fire (519 total damage).
Melee retaliation hits Armoured skeleton warrior for 5 temporal, 8 darkness (13 total damage).
Glorowe the void horror hits Armoured skeleton warrior for 97 fire damage.
Lava floor burns Lynhov!
Glorowe the void horror hits Lynhov for 38 fire damage.
Lynhov activates her Rod of Entropy!
Glorowe the void horror is enveloped with entropic forces!
Glorowe the void horror is wasting away!
Lava floor heals Glorowe the void horror!
Glorowe the void horror casts Blood Spray.
Armoured skeleton warrior is afflicted by a weakness disease!
Lynhov is afflicted by a rotting disease!
Glorowe the void horror deactivates Fearscape.
Glorowe the void horror hits Armoured skeleton warrior for 165 blight damage.
Glorowe the void horror hits Lynhov for 60 blight damage.
Glorowe the void horror receives 199 healing.
Lynhov the level 33 higher necromancer was fouled to death by Glorowe the void horror on level 1 of Fearscape.
You are brought back from the Fearscape!