Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Necromancer |
Level / Exp | 15 / 85% |
Size | medium |
Lifes / Deaths | Killed by Islatta the cutpurse at level 15 on the 27th Haze 122nd year of Ascendancy at 05:08 / 1 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 11 (base 10) |
Magic | 55 (base 41) |
Willpower | 16 (base 13) |
Cunning | 30 (base 30) |
Resources
Life | -295/209 |
Mana | 98/228 |
Soul | 3/14 |
Healing Factor | 1.0097162075846 |
Regeneration | 0.25242905189616 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 1 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 22 |
Accuracy | 20 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Temporal | +3% |
Arcane | +3% |
Darkness | +19% |
All | 0% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 6 |
Physical Save | 15 |
Spell Save | 27 |
Mental Save | 23 |
Defense: Resistances
Darkness | + 30%( 70%) |
Light | + 23%( 70%) |
Arcane | + 18%( 70%) |
Mind | + 21%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 20% |
Disarm Resistance | 43% |
Knockback Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 36% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 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 75 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 75 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. |
Infusions | Effective talent level: 1.0 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 448% 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
Light source | brass lantern 'Arcward' brass lantern 'Arcward'2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex +1 Mag +1 Con dps ---------- Dmg.mod +12% lightning Melee Ret 6 lightning ---------- misc 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. |
On head | spellwoven linen wizard hat (1 def, 0 armour) spellwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.13 A pointy cloth hat, very wizardly... |
Tool | cleansing elm wand of shielding [power 116] (16/20 cooldown) cleansing elm wand of shielding [power 116] (16/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | marksman's copper ring of tenacity marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Max.HP +23.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
On fingers | copper ring of power copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+4 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
Around waist | Belivea Belivea1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +9% mind Phys.save +3 (+3 eff.) Max.HP +51.00 Cut- +20% A belt that goes around your waist. |
In main hand | potent elm starstaff (13-16 power, 2 apr, darkness element) potent elm starstaff (13-16 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 13.0 - 15.6 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 +5 (+2 eff.) Dmg.mod +13% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | steady rough leather gloves of magic (+2) (0 def, 1 armour) steady rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+5 eff.) Mind.save +5 (+3 eff.) Disarm- +23% 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. |
Main armor | Lustrebrand (3 def, 2 armour) Lustrebrand (3 def, 2 armour)9.0 T1 light armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% temporal Apr +1 ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +5% arcane Spell.save +10 (+5 eff.) Die.at -80.00 life ---------- misc Light +3 A suit of armour made of leather. |
Cloak | linen cloak 'Pitchqueller' (1 def, 0 armour) linen cloak 'Pitchqueller' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% darkness Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% * 10% chance to reduce all saves and defense by 17 ----- def ----- Defense +1 (+1 eff.) Resists +9% darkness Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit copper amulet starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +21% Amulets make your neck look great! |
Inventory
Vorilemira the copper ring =5con= Vorilemira the copper ring =5con=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.crit +1.0% Phys.pwr +15 (+9 eff.) Dmg.mod +10% nature ----- def ----- Resists +20% nature ---------- misc See.Invis +9 Rings make your fingers look great! |
marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings make your fingers look great! |
arcing iron dagger of erosion (10-13 power, 5 apr) arcing iron dagger of erosion (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Nature Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
steady rough leather sling of piercing steady rough leather sling of piercing4.0 T1 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% all Acc +11 (+6 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
cruel elm magestaff of illumination (10-12 power, 2 apr, fire element) cruel elm magestaff of illumination (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Nature/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 +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Defense +5 (+5 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 67.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, blight element) elm vilestaff (10-12 power, 2 apr, blight element)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% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cracklestone =3von= Cracklestone =3von=1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Mag +3 Con ----- def ----- Resists +11% lightning +6% temporal Crit.chn- 5.00% ---------- misc See.Invis +3 A belt that goes around your waist. |
cleansing rough leather belt of resilience cleansing rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +6% acid +6% blight Max.HP +32.00 A belt that goes around your waist. |
rough leather belt of the giants rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+2 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Murkquell (0 def, 0 armour) Murkquell (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature Res.pen +5% fire Melee Ret 6 acid 4 nature ----- def ----- Resists +9% fire +21% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of fire (+16%) (0 def, 0 armour) linen robe of fire (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +7% all +16% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Velinn (1 def, 2 armour) Velinn (1 def, 2 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Res.pen +5% acid ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +5% arcane +3% physical Phys.save +3 (+3 eff.) Heal.mod +5% ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
grounding iron helm (0 def, 3 armour) grounding iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Toryregochak' (0 def, 1 armour) =2con= rough leather cap 'Toryregochak' (0 def, 1 armour) =2con=2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +2 Wil +2 Cun +2 Con dps ---------- Phys.crit +4.0% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Poison- +20% Stun/Frz- +10% A cap made of leather. |
Isalaith (15 def, 13 armour) Isalaith (15 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+4 eff.) Res.pen +5% physical ----- def ----- Armour +13 Defense +15 (+13 eff.) Fatigue +22% Resists +16% lightning +5% physical A suit of armour made of metal plates. |
Kolathatokor the quiver of yew arrows (20/20, 48-68 power, 18 apr) Kolathatokor the quiver of yew arrows (20/20, 48-68 power, 18 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 48.5 - 67.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +12.0% Capacity 20 Proj.spd +400% On Crit.r2 +16 physical Arrows are used with bows to pierce your foes to death. |
Ragerelerek the quiver of yew arrows (22/22, 46-65 power, 10 apr) Ragerelerek the quiver of yew arrows (22/22, 46-65 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 46.5 - 65.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +21 Apr +10 Crit +2.0% Capacity 22 Proj.spd +200% On Hit.r1 +8 physical While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
10 agate 10 agate0.0 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. |
iron pickaxe 'Seardare' (dig speed 30 turns) iron pickaxe 'Seardare' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +2 Mag dps ---------- S.pwr/crit +2 Phasing +20% Acc +4 (+2 eff.) ----- def ----- Defense +20 (+16 eff.) Resists +3% fire ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
Layybeth the Wintermark Layybeth the Wintermark2.0 T1 lite [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Res.pen +5% cold ----- def ----- Resists +12% cold ---------- misc 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 lantern brass lantern2.0 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. |
bright brass lantern of clarity bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
barbed pouch of steel shots (18/18, 27-32 power, 2 apr) barbed pouch of steel shots (18/18, 27-32 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Master Power 27.0 - 32.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 18 On Crit: * Wound the target dealing 43 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
evasive elm totem of healing [power 116] (16/15 cooldown) evasive elm totem of healing [power 116] (16/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 ametrine 7 ametrine0.0 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. |
6 citrine 6 citrine0.0 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. |
11 zircon 11 zircon0.0 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 Higher Necromancer level 15
15th Haze 122nd year of Ascendancy at 01:37 see stats
By Seele the Higher Necromancer level 10
13rd Dusk 122nd year of Ascendancy at 21:26 see stats
By Seele the Higher Necromancer level 8
8th Flare 122nd year of Ascendancy at 09:01 see stats
By Seele the Higher Necromancer level 9
13rd Dusk 122nd year of Ascendancy at 01:29 see stats
By Seele the Higher Necromancer level 9
11st Dusk 122nd year of Ascendancy at 11:36 see stats
Log
Seele unleashes a blast of frostdusk as he crosses the veil!
LIFE LOST WARNING!
Seele hits Islatta the cutpurse for (10 flat reduction), 10 cold, (10 flat reduction), 20 darkness (29 total damage).
Islatta the cutpurse activates his chitinous gloves!
Islatta the cutpurse spits flames!
Islatta the cutpurse hits Seele for 24 fire damage.
Seele's River of Souls hits Islatta the cutpurse for (10 flat reduction), 37 darkness (37 total damage).
Seele speeds up.
Seele is not stunned anymore.
Talent Invoke Darkness is ready to use.
Seele's River of Souls hits Islatta the cutpurse for (10 flat reduction), 83 darkness (83 total damage).
Islatta the cutpurse uses Skullcracker.
Seele wanders around!
Melee retaliation hits Islatta the cutpurse for (7 flat reduction), 0 lightning, (5 flat reduction), 0 darkness (0 total damage).
Islatta the cutpurse hits Seele for 51 physical damage.
Talent Rune: Shatter Afflictions is ready to use.
Seele's River of Souls hits Islatta the cutpurse for (10 flat reduction), 83 darkness (83 total damage).
Seele is confused and fails to use Invoke Darkness.
Seele's spell attains critical power!
Seele deactivates River of Souls.
Talent Dire Plague is ready to use.
Talent Ghost Walk is ready to use.
Islatta the cutpurse throws two quick punches.
Islatta the cutpurse spits flames!
Melee retaliation hits Islatta the cutpurse for (6 flat reduction), 0 lightning, (5 flat reduction), 0 darkness, (7 flat reduction), 0 lightning, (5 flat reduction), 0 darkness (0 total damage).
Islatta the cutpurse hits Seele for 46 fire, 8 fire, 24 fire, 47 fire, 8 fire (134 total damage).
Seele the level 15 higher necromancer was slowly cooked to death by Islatta the cutpurse on level 1 of The Maze.