









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 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:
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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 22 / 81% |
Size | medium |
Lifes / Deaths | Killed by Iselranne the white jelly at level 22 on the 41st Haze 122nd year of Ascendancy at 17:18 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 13 (base 10) |
Magic | 57 (base 51) |
Willpower | 31 (base 18) |
Cunning | 45 (base 36) |
Resources
Life | -484/207 |
Mana | 221/382 |
Soul | 4/12 |
Healing Factor | 1.1483363011315 |
Regeneration | 0.28708407528287 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 15 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 23 |
Accuracy | 9 |
Crit Chance | 14% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Acid | +15% |
Light | +3% |
Nature | +5% |
Darkness | +62% |
Physical | +5% |
Mind | +17% |
All | 0% |
Offense: Damage Penetration
Darkness | +25% |
Blight | +5% |
Physical | +10% |
Fire | +10% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 25 |
Mental Save | 23 |
Defense: Resistances
Acid | + 23%( 70%) |
Physical | + 24%( 70%) |
Mind | + 12%( 70%) |
All | + 9%( 70%) |
Darkness | + 70%( 70%) |
Light | + 20%( 70%) |
Lightning | + 24%( 70%) |
Fire | + 17%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 20% |
Blind Resistance | 67% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 185 damage for 3 turns. Its effects scale with your Cunning stat. |
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 55 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: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 65 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Spell / Master of flesh | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Spell / Necrosis | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
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 |
You failed to protect the lost defiler from death by Eloreda the degenerated skeleton warrior. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
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 |
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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
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] Master While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Fatigue -4% Resists +2% physical +6% fire Phys.save +5 (+3 eff.) Die.at -20.00 life ---------- misc Max.enc +21 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +9% darkness Melee Ret 8 light ----- def ----- Crit.chn- 15.00% Phys.save +6 (+3 eff.) Heal.mod +12% ---------- misc 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. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% mind ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +1% physical Crit.chn- 5.00% Die.at -40.00 life Disarm- +20% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Phys.pwr +7 (+5 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Blind- +21% ---------- misc Equi/ret +0.12 Max.psi +10.00 Light +3 Infravis +3 See.Stealth +8 See.Invis +8 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +11% darkness +9% acid Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Resists +22% darkness Blind- +25% ---------- misc Infravis +3 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +9% mind Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +3% mind +9% darkness Phys.save +6 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Spell.crit +7% Crit.mult +14.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Resists +8% darkness +1% physical Phys.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Mana/turn +0.18 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+7 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 33.88 to 42.35 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +6% acid +15% darkness Res.pen +20% darkness +10% fire Melee Ret 4 fire ----- def ----- Defense +2 (+2 eff.) Resists +3% fire 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 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% light +11% darkness Blind- +21% Amulets make your neck look great! |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+6 eff.) Res.pen +5% physical Melee Ret 4 physical ----- def ----- Die.at -40.00 life Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+5 eff.) Dmg.mod +10% acid +12% mind ----- def ----- Resists +20% acid +9% fire HP.reg +3.00 Stun/Frz- +20% ---------- misc Max.hate +4.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Wil dps ---------- Dmg.mod +11% acid Acc +5 (+5 eff.) ----- def ----- Defense +5 (+3 eff.) Resists +22% acid Die.at -60.00 life Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+4 eff.) Max.HP +22.00 Disarm- +21% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +13 (+6 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+3 eff.) Silence- +25% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Nature Power 21.5 - 27.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature +8 cold Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Psionic Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master/Psionic Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 darkness Against +7% Living While equipped: dps ---------- Res.pen +10% all Acc +12 (+11 eff.) Apr +13 Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Psionic Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +5.0% Atk.spd 100% Phasing +20% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +1 Str ----- def ----- Resists +6% light Die.at -80.00 life Cut- +20% Knockbk- +20% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Master Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 33% While equipped: Stats +3 Dex +4 Mag +3 Wil +6 Cun dps ---------- Phys.spd +10% Acc +9 (+9 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Nature/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Res.pen +5% physical Acc +5 (+5 eff.) Apr +7 Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Normal] Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego++] Arcane/Master Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 78 acid damage (1/turn) While equipped: Stats +3 Str dps ---------- Dmg.mod +13% acid +7% physical Res.pen +5% acid Acc +5 (+5 eff.) Blunt and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% nature Res.pen +2% nature ----- def ----- Resists +3% nature Mind.save +3 (+1 eff.) ---------- misc Max.psi +12.00 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +2% blight Mind.save +5 (+2 eff.) Disease- +10% ---------- misc Max.psi +16.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% mind Res.pen +5% mind ----- def ----- Resists +2% mind Dmg.Resnn +6% Phys.save +2 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.70 Psi/ret +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +4 (+1 eff.) Dmg.mod +4% nature ----- def ----- Resists +3% blight +9% mind +6% light Disease- +12% ---------- misc Max.psi +10.00 Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +11 (+4 eff.) Dmg.mod +9% light +19% physical ----- def ----- HP.reg +0.50 Heal.mod +14% ---------- misc Stam/turn +1.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 136.71 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (273). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% light +9% mind +10% darkness Res.pen +15% mind Melee Ret 2 light ---------- misc Max.hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +9 (+5 eff.) Fatigue -5% Stealth +5 ---------- misc Max.enc +20 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +6 Lck dps ---------- Crit.mult +25.00% Res.pen +5% blight ----- def ----- Stealth +6 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +20% mind On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Defense +2 (+2 eff.) Resists +12% blight +9% fire Phys.save +10 (+5 eff.) Mind.save +9 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex +1 Wil ----- def ----- Defense +1 (+1 eff.) Resists +9% acid Max.HP +33.00 Blind- +20% ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Max.HP +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 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +14% acid ----- def ----- Resists +21% acid +13% all ---------- misc Mana/turn +0.11 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +7% all ---------- misc Max.mana +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% acid +6% cold +3% light Melee Ret 4 light On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +3 Mag +1 Wil +3 Con ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +6% darkness +6% cold Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Dmg.mod +10% acid ----- def ----- Defense +16 (+9 eff.) Resists +15% acid +5% arcane ---------- misc Psi/ret +0.04 A pointy cloth hat, very wizardly... |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% cold Res.pen +15% cold Melee Ret 6 cold ----- def ----- Armour +8 Defense +4 (+3 eff.) Fatigue +12% Resists +21% lightning +16% darkness +19% blight +6% cold +7% mind Mind.save +15 (+7 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +12% blight +10% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +11 Fatigue +22% Resists +18% temporal Mind.save +13 (+6 eff.) A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 4 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 lightning Melee Ret 3 lightning ----- def ----- Armour +6 Fatigue +8% Max.HP +47.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Mag dps ---------- Mind.crit +1% Dmg.mod +3% arcane Res.pen +5% blight ---------- misc Psi/ret +0.08 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Con +1 Wil ----- def ----- Resists +6% nature Max.HP +42.00 ---------- misc Light +5 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +5 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 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. |
![]() 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. |
![]() 2.0 T1 torque charm [Ego] Psionic 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 heal for 33. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 653 Base Damage: 220 Armor: 12 All Resist: 21 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 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 Seele the Cornac Necromancer level 20
62nd Dusk 122nd year of Ascendancy at 04:00 see stats
By Seele the Cornac Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 05:50 see stats
By Seele the Cornac Necromancer level 20
24th Dusk 122nd year of Ascendancy at 14:29 see stats
By Seele the Cornac Necromancer level 20
7th Haze 122nd year of Ascendancy at 23:00 see stats
By Seele the Cornac Necromancer level 22
36th Haze 122nd year of Ascendancy at 21:33 see stats
By Seele the Cornac Necromancer level 2
74th Pyre 122nd year of Ascendancy at 20:46 see stats
By Seele the Cornac Necromancer level 10
4th Mirth 122nd year of Ascendancy at 04:46 see stats
By Seele the Cornac Necromancer level 10
5th Mirth 122nd year of Ascendancy at 21:47 see stats
By Seele the Cornac Necromancer level 22
41st Haze 122nd year of Ascendancy at 02:13 see stats
By Seele the Cornac Necromancer level 15
8th Dusk 122nd year of Ascendancy at 00:52 see stats
Log
Iselranne the white jelly's corrosive acid area effect hits Ghast for 58 acid damage.
Iselranne the white jelly's corrosive acid area effect hits Sandworm burrower for 0 acid damage.
Iselranne the white jelly's corrosive acid area effect hits Ghast for 58 acid damage.
Iselranne the white jelly's corrosive acid area effect hits Seele for (59 absorbed), 0 acid (0 total damage).
Iselranne the white jelly's corrosive acid area effect hits Ghast for 58 acid damage.
Iselranne the white jelly's corrosive acid area effect hits Armoured skeleton warrior for 40 acid damage.
Iselranne the white jelly stops burning.
Armoured skeleton warrior is no longer out of phase.
Bleeding from Seele hits Iselranne the white jelly for 15 physical damage.
Iselranne the white jelly receives 33 healing from Unnatural Body.
Iselranne the white jelly uses Ice Claw.
Iselranne the white jelly performs a melee critical strike against Ghast!
Iselranne the white jelly cleaves through Seele!
Your shield crumbles under the damage!
The shield around Seele crumbles.
Seele deactivates Hiemal Shield.
Iselranne the white jelly cleaves through Seele!
Iselranne the white jelly cleaves through Lord of Skulls (mage)!
Armoured skeleton warrior picks up the remains of its fallen comrade.
Iselranne the white jelly shrugs off Seele's 'Bleeding'!
Armoured skeleton warrior picks up the remains of its fallen comrade.
Lord of Skulls (mage) picks up the remains of its fallen comrade.
Lord of Skulls (mage) shatters!
Melee retaliation hits Iselranne the white jelly for 11 light, 4 fire, 11 light, 4 fire, 11 light, 4 fire (44 total damage).
Melee retaliation hits Iselranne the white jelly for 10 physical damage.
Iselranne the white jelly hits Lord of Skulls (mage) for 225 physical damage.
Iselranne the white jelly hits Seele for (119 absorbed), (49 absorbed), 25 physical, (8 absorbed), 18 arcane, 149 physical, 26 arcane, 399 cold (617 total damage).
Iselranne the white jelly hits Ghast for (198 resilience), 237 cold, 0 arcane (237 total damage).
Iselranne the white jelly hits Ghast for (112 resilience), 241 cold, 0 arcane (241 total damage).
Seele the level 22 cornac necromancer was iced to death by Iselranne the white jelly on level 2 of Sandworm lair.