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:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Necromancer |
Level / Exp | 15 / 20% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 15 on the 12nd Dusk 122nd year of Ascendancy at 17:05 / 1 |
Primary Stats
Strength | 2.401709312365 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 10 (base 10) |
Magic | 51 (base 40) |
Willpower | 29 (base 14) |
Cunning | 36 (base 27) |
Resources
Life | -306/124 |
Mana | 196/283 |
Soul | 11/16 |
Healing Factor | 1.1000003099961 |
Regeneration | 2.4750006974913 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 28.894014938291 |
See Invisible | 28.894014938291 |
Offense: Mainhand
Damage | 18 |
Accuracy | 11 |
Crit Chance | 16% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Cold | +9% |
Lightning | +9% |
Light | +25% |
Nature | +5% |
Darkness | +30% |
Physical | +10% |
Mind | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 1 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 24 |
Mental Save | 29 |
Defense: Resistances
Acid | + 24%( 70%) |
Cold | + 50%( 70%) |
All | + 21%( 70%) |
Darkness | + 24%( 70%) |
Light | + 45%( 70%) |
Temporal | + 24%( 70%) |
Mind | + 28%( 70%) |
Lightning | + 26%( 70%) |
Fire | + 34%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Teleport Resistance | 20% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Stun Resistance | 22% |
Poison Resistance | 20% |
Disarm Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 43% faster, and you are invisible (power 16). Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
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 142 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Spikes of Decrepitude |
talent | Erupting Shadows |
detrimental effect | The target is infected by a disease, reducing its strength by 13 and doing 45.50 blight damage per turn. Weakness Disease |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 |
Equipment
On feet | Nydur the pair of rough leather boots (10 def, 1 armour) Nydur the pair of rough leather boots (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +10 (+5 eff.) Resists +6% cold +6% fire Disarm- +10% Pinning- +10% Teleport- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+5 eff.) A pointy cloth hat, very wizardly... |
Tool | Kalach the Unlightlash (dig speed 29 turns) Kalach the Unlightlash (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +12% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Resists +3% mind ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Saluma Saluma0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Defense +15 (+7 eff.) Resists +6% mind +3% temporal Mind.save +11 (+6 eff.) Die.at -20.00 life Confus- +20% Rings make your fingers look great! |
On fingers | Prismtrail the copper ring Prismtrail the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% light +9% mind Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- HP.reg +2.00 Stun/Frz- +22% ---------- misc Light +3 Rings make your fingers look great! |
Around waist | Fogtaint the rough leather belt Fogtaint the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% darkness Melee Ret 6 nature ----- def ----- Resists +3% darkness Phys.save +5 (+5 eff.) A belt that goes around your waist. |
In main hand | Malendur the ash vilestaff (15-18 power, 3 apr, darkness element) Malendur the ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +18% Phys.pwr +6 (+6 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness Acc +7 (+7 eff.) ----- def ----- Resists +3% acid +12% cold Die.at -20.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)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 | stormwoven woollen robe (0 def, 0 armour) stormwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +5 Wil dps ---------- Dmg.mod +9% lightning +10% physical +9% cold ----- def ----- Resists +6% lightning +6% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | regal kruk cloak of the Shaloren (0 def, 0 armour) regal kruk cloak of the Shaloren (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane/Psionic While equipped: Stats +3 Wil +1 Mag ----- def ----- Mind.save +6 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
Around neck | insulating copper amulet insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% cold +10% fire Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 571%; cd 17) movement infusion of the sneak (speed 571%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 571% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the wizard (damage 121; dur 4; cd 17) acid wave rune of the wizard (damage 121; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 120.87 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 233; dur 3; cd 14) shielding rune of the wizard (absorb 233; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 233 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.71 cold and 10.81 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
cruel elm starstaff of illumination (10-12 power, 2 apr, light element) cruel elm starstaff of illumination (10-12 power, 2 apr, light 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 +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 95.73 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. |
iron battleaxe of vileness (16-24 power, 1 apr) iron battleaxe of vileness (16-24 power, 1 apr)3.0 T1 battleaxe 2H weapon Reqs Str 11 [Ego] Arcane Power 16.0 - 24.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 22 Massive two-handed battleaxes. |
iron greatmaul 'Chillvein' (26-39 power, 2 apr) iron greatmaul 'Chillvein' (26-39 power, 2 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Rare] Master Power 26.0 - 39.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Dmg.mod +3% physical Acc +15 (+11 eff.) ----- def ----- Resists +2% physical +9% cold Massive two-handed mauls. |
balanced iron greatsword (16-25 power, 1 apr) balanced iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Master Power 15.5 - 24.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +28% Massive two-handed swords. |
iron longsword 'Eryhell' (10-15 power, 2 apr) iron longsword 'Eryhell' (10-15 power, 2 apr)3.0 T1 longsword 1H weapon Reqs Str 11 [Rare] Arcane Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 temporal On Hit.r1 +8 physical On Crit.r2 +4 physical While equipped: dps ---------- Phys.crit +1.0% Crit.mult +10.00% ----- def ----- Resists +6% temporal ---------- misc Mana/s.crit +2.00 Sharp, long, and deadly. |
iron longsword of paradox (10-15 power, 2 apr) iron longsword of paradox (10-15 power, 2 apr)3.0 T1 longsword 1H weapon Reqs Str 11 [Ego] Arcane Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 temporal While equipped: ----- def ----- Resists +5% temporal Sharp, long, and deadly. |
iron steamsaw of shrapnel (12-17 power, 0 apr) iron steamsaw of shrapnel (12-17 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Str 11 Steam Pool [Ego+] Master/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 15 physical damage over 5 turns (1/turn) ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced iron steamsaw (10-15 power, 0 apr) reinforced iron steamsaw (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Str 11 Steam Pool [Ego] Master/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +9 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Anenaridor the ash longbow Anenaridor the ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +2 Str +9 Wil +9 Con dps ---------- Phys.pwr +21 (+16 eff.) Res.pen +8% all Acc +12 (+10 eff.) Apr +9 ----- def ----- Defense +10 (+5 eff.) Max.HP +32.00 ---------- misc Reload +1 Longbows are used to shoot arrows at your foes. |
mighty ash longbow of cold mighty ash longbow of cold4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+8 eff.) Dmg.mod +15% cold Longbows are used to shoot arrows at your foes. |
self-loading quiver of elm arrows (13/13, 15-21 power, 5 apr) self-loading quiver of elm arrows (13/13, 15-21 power, 5 apr)3.0 T1 arrow ammo Reqs Dex 11 [Ego] Arcane Power 15.0 - 21.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 13 Rld cld 3 Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training Str 16 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Loregalin (3 def, 2 armour) Loregalin (3 def, 2 armour)9.0 T1 light armor Reqs Str 10 [Rare] Nature While equipped: Stats +3 Wil +3 Mag dps ---------- S.pwr/crit +8 Dmg.mod +12% blight ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +12% blight +10% darkness ---------- misc Light +1 A suit of armour made of leather. |
Xeragaba the rough leather armour (3 def, 2 armour) Xeragaba the rough leather armour (3 def, 2 armour)9.0 T1 light armor Reqs Str 10 [Rare] Nature While equipped: Stats +4 Str +3 Wil dps ---------- On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +34.00 HP.reg +3.90 Heal.mod +11% ---------- misc Infravis +2 A suit of armour made of leather. |
volcanic rough leather armour (3 def, 8 armour) volcanic rough leather armour (3 def, 8 armour)9.0 T1 light armor Reqs Str 10 [Ego+] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +6% Resists +11% physical +11% fire A suit of armour made of leather. |
cured leather armour of command (12 def, 7 armour) cured leather armour of command (12 def, 7 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +7% Mind.save +12 (+6 eff.) A suit of armour made of leather. |
impenetrable iron mail armour (2 def, 10 armour) impenetrable iron mail armour (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic iron mail armour (2 def, 4 armour) prismatic iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% light +11% darkness A suit of armour made of mail. |
iron plate armour 'Zerinik' (0 def, 7 armour) iron plate armour 'Zerinik' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% acid ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning +2% physical Blind- +10% ---------- misc Max.mana +20.00 Max.vim +30.00 A suit of armour made of metal plates. |
iron plate armour of command (6 def, 11 armour) iron plate armour of command (6 def, 11 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +11 Defense +6 (+3 eff.) Fatigue +22% Mind.save +11 (+6 eff.) A suit of armour made of metal plates. |
Burndash Burndash1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) Dmg.mod +15% fire Res.pen +5% mind ----- def ----- Fatigue -4% Resists +3% cold ---------- misc Max.enc +23 Equi/ret +0.08 A belt that goes around your waist. |
Gyth Gyth1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Dex +2 Mag ----- def ----- Resists +5% cold +5% fire Crit.chn- 15.00% A belt that goes around your waist. |
blurring rough leather belt blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +6 A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Wil +1 Mag ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak (1 def, 0 armour) murderer's linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +3 (+3 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% 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. |
temporal iron gauntlets of magic (+2) (0 def, 1 armour) temporal iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% arcane +3% temporal ----- def ----- Armour +1 Fatigue +1% Resists +5% temporal 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. |
Muhad the Lustrestrider (1 def, 0 armour) Muhad the Lustrestrider (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Str +4 Dex +3 Cun dps ---------- Dmg.mod +3% temporal ----- def ----- Defense +1 (+0 eff.) Mind.save +7 (+4 eff.) ---------- misc Light +1 A pointy cloth hat, very wizardly... |
grounding iron helm of the depths (0 def, 3 armour) grounding iron helm of the depths (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 +6% temporal +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Arcnail' (0 def, 3 armour) iron helm 'Arcnail' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +20.00% Res.pen +5% lightning ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness Phys.save +12 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 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. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
6 ametrine 6 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. |
3 citrine 3 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. |
6 zircon 6 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. |
aquamarine aquamarine0.0 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. |
amethyst amethyst0.0 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. |
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. |
171 alchemist agate 171 alchemist agate0.0 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. |
Frozenpiety Frozenpiety2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% cold Res.pen +5% fire Melee Ret 11 fire ----- def ----- Resists +5% fire +12% cold Crit.chn- 10.00% ---------- misc Light +3 See.Invis +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. |
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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
By Steve the Cornac Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 20:32 see stats
By Steve the Cornac Necromancer level 7
1st Mirth 122nd year of Ascendancy at 20:41 see stats
By Steve the Cornac Necromancer level 7
6th Mirth 122nd year of Ascendancy at 14:08 see stats
Log
Spikes of Decrepitude hits Elven cultist for 19 cold, 18 darkness (38 total damage).
Weakness Disease from Elven cultist hits Steve for 31 blight damage.
Elven cultist conjures a lightning storm from his wand!
Steve casts Rigor Mortis.
Steve hits Elven cultist for 133 cold damage.
Steve killed Elven cultist!
Steve resists!
Elven cultist's dazing lightning area effect hits Steve for 16 lightning damage.
Weakness Disease from Elven cultist hits Steve for 37 blight damage.
Steve casts Rune: Shielding.
A shield forms around Steve.
Elven cultist's dazing lightning area effect hits Steve for (16 absorbed), 0 lightning (0 total damage).
Steve is dazed!
Steve is not dazed anymore.
Steve seems more solid.
Talent Invoke Darkness is ready to use.
Weakness Disease from Elven cultist hits Steve for (37 absorbed), 0 blight (0 total damage).
Elven cultist's dazing lightning area effect hits Steve for (16 absorbed), 0 lightning (0 total damage).
Steve is dazed!
Steve is not dazed anymore.
Weakness Disease from Elven cultist hits Steve for (37 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Steve crumbles.
Steve is no longer out of phase.
Weakness Disease from Elven cultist hits Steve for (36 absorbed), 1 blight (1 total damage).