












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Show Second Weapon Set 1.7.0Modifies the equipment/inventory dialog to optionally include equipment frames for the second weapon set, controlled by game option "UI | Show second weapon set in equipment dialog". Equipment can be wielded directly to the second weapon set by dragging it from the inventory list. Also optionally lists wielded equipment in the second weapon set in the "Equipment" section of the character's online character sheet, controlled by game option "Online | Show second weapon set in character sheet". Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 23 / 4% |
| Size | small |
| Lifes / Deaths | Killed by Eilinuda the poison ooze at level 23 on the 59th Dusk 122nd year of Ascendancy at 03:33 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 27 (base 26) |
| Magic | 68 (base 51) |
| Willpower | 17 (base 13) |
| Cunning | 34 (base 25) |
Resources
| Life | -625/224 |
| Mana | 181/289 |
| Soul | 14/14 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 0.28467363346206 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 15 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Physical | +18% |
| Temporal | +3% |
| Nature | +24% |
| Arcane | +5% |
| Cold | +32% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (35.65183292883%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 30 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 33%( 70%) |
| Cold | + 32%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 39%( 70%) |
| Mind | + 28%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Disarm Resistance | 27% |
| Silence Resistance | 43% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 104 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 484% 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 Dexterity stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.44 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master necromancer | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Islussra the Demontrencher (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Mag offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Armor +1 Resistance +15% lightning +6% fire +6% cold Crit Resistance 5.00% other ------- Light +1 See Invisibility +9 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 26.63 to 79.89 lightning damage (53.26 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | Ivyretira0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +4 Mag offense ------ Damage +10% nature When Hit 4 arcane 2 acid defense ------ Resistance +20% nature +3% acid other ------- See Invisibility +6 Rings make your fingers look great! |
| On fingers | savage's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+5 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
| Around waist | rough leather belt of unlife =unlife=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Ivumira the ash starstaff (22-26 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str offense ------ Spell Crit +2% Spellpower +12 (+4 eff.) Damage +22% cold defense ------ Armor +5 Defense +4 (+2 eff.) Crit Resistance 10.00% Life +60.00 other ------- Wards +2 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +5% arcane Accuracy +5 (+3 eff.) defense ------ Armor +2 Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +27% 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 | Prismjustice the cashmere robe (3 def, 4 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Master While equipped: offense ------ Damage +18% physical +14% nature +3% temporal When Hit 2 light 8 temporal defense ------ Armor +4 Defense +3 (+2 eff.) Resistance +18% physical +21% nature +11% all Physical save +18 (+9 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Runoradin' (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Critical power +15.00% defense ------ Defense +16 (+8 eff.) Life +33.00 other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Zubema the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +1 Wil +1 Cun +1 Con defense ------ Resistance +12% mind Crit Resistance 10.00% Confus Resist +26% other ------- Masteries +0.14 Spell/Grave Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 176; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 528%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 622%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; mental; dur 4; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; mental; dur 2; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 18%; physical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, fire, nature, arcane)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 5 fire, 5 nature, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 179; dur 4; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 179.60 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. |
biting gale rune (damage 43; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 43.56 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 10; cd 11)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 5; phase 19; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 19; cd 20)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
Khelytir0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +2 Str +2 Mag +1 Cun +2 Con other ------- Infravision +3 See Invisibility +12 Masteries +0.10 Spell/Master necromancer Amulets make your neck look great! |
insulating copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% fire +11% cold Amulets make your neck look great! |
starlit gold amulet of mastery (0.15 Spell / Nightfall)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +16% light +13% darkness Blind Resist +25% other ------- Masteries +0.15 Spell/Nightfall Amulets make your neck look great! |
Sunquell0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +5 Dex offense ------ Damage +6% physical Ignore resists +5% fire Accuracy +8 (+4 eff.) defense ------ Armor +10 Resistance +1% physical Physical save +9 (+4 eff.) Rings make your fingers look great! |
psionicist's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +1 Mag offense ------ On-Hit 18 light On-Ranged-Hit 12 light Damage +13% light defense ------ Resistance +10% blight Mind save +6 (+3 eff.) Rings make your fingers look great! It was hardened by the digestive sack. |
Stormfront (30-45 power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
acidic steel greatsword of vileness (20-32 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 20.5 - 32.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 25 On Critical: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Massive two-handed swords. |
spiritwalker's hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +5 Wil +9 Mag offense ------ Spell Crit +5% other ------- Mana/turn +0.10 Max mana +31.00 A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 30.21 to 37.76 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. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
mindwoven woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Resistance +7% blight +9% all Mind save +15 (+8 eff.) Life +54.00 Life Regen +1.80 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of rough leather boots 'Neriba' (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Crit +3.0% Physical Power +14 (+11 eff.) Damage +9% temporal Ignore Armor +3 defense ------ Armor +1 Defense +5 (+3 eff.) Resistance +1% physical Unlife -40.00 life A pair of boots made of leather. |
Ulubar (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Wil defense ------ Armor +4 Fatigue +4% Resistance +9% acid +9% temporal Physical save +12 (+6 eff.) Mind save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Siliba' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Spellpower/crit +6 Damage +9% mind Ignore resists +5% arcane defense ------ Armor +1 Fatigue +1% Resistance +6% temporal other ------- Mana-on-crit +1.00 Max vim +10.00 A cap made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.86 to 107.59 lightning damage (71.73 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Obsidianspar the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Nature/Master/Psionic While equipped: offense ------ Damage +3% darkness defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% light +3% cold +25% fire +5% mind +5% arcane Mind save +12 (+6 eff.) Life +20.00 A suit of armour made of leather. |
cured leather armour 'Samegen' (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Master/Psionic While equipped: offense ------ Critical power +10.00% Spellpower +5 (+1 eff.) Spellpower/crit +2 defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +17% acid +16% cold +6% mind Mind save +12 (+6 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A suit of armour made of leather. |
dwarven-steel shield of reflection (0 def, 6 armour, 81.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% Resistance +12% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Myrkul the Yeek Necromancer level 20
30th Dusk 122nd year of Ascendancy at 07:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Myrkul the Yeek Necromancer level 10
10th Mirth 122nd year of Ascendancy at 04:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Myrkul the Yeek Necromancer level 20
15th Dusk 122nd year of Ascendancy at 14:51 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Myrkul the Yeek Necromancer level 9
8th Mirth 122nd year of Ascendancy at 23:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Myrkul the Yeek Necromancer level 13
3rd Summertide 122nd year of Ascendancy at 18:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Myrkul the Yeek Necromancer level 17
11st Dusk 122nd year of Ascendancy at 09:36 see stats
Log
Myrkul casts Torture Souls.
Armoured skeleton warrior casts Rune: Blink.
Skeleton master archer casts Arcane Eye.
Armoured skeleton warrior is out of phase.
Skeleton master archer's Shoot hits Armoured skeleton warrior for 0 physical, 0 arcane (0 total damage).
Myrkul hits Eilinuda the poison ooze for 104 cold, 55 darkness (159 total damage).
Bleeding from Eilinuda the poison ooze hits Myrkul for 35 physical damage.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior's is vulnerable to attacks and effects!
Eilinuda the poison ooze resists the knockback!
Eilinuda the poison ooze has shrugged off 68 damage and is ready for more.
Armoured skeleton warrior hits Eilinuda the poison ooze for 110 physical, 30 physical, 23 physical (166 total damage).
The unstable sand tunnel collapses!
Eilinuda the poison ooze uses Slash.
Sandworm burrower starts to bleed.
Sandworm burrower is silenced!
Armoured skeleton warrior is silenced!
Armoured skeleton warrior is silenced!
Skeleton mage is silenced!
Ghoul starts to bleed.
Armoured skeleton warrior is silenced!
Skeleton master archer shrugs off the effect 'Silenced'!
Bone giant starts to bleed.
Bone giant is silenced!
Sandworm burrower starts to bleed.
Sandworm burrower is silenced!
Eilinuda the poison ooze hits Myrkul for 300 physical, 300 physical (602 total damage).
Melee retaliation hits Eilinuda the poison ooze for (2 rampage shugs off), 0 acid, (9 rampage shugs off), 0 temporal, (3 rampage shugs off), 0 light, (4 rampage shugs off), 0 arcane, (2 rampage shugs off), 0 acid, (9 rampage shugs off), 0 temporal, (3 rampage shugs off), 0 light, (4 rampage shugs off), 0 arcane (0 total damage).
Myrkul the level 23 yeek necromancer was smashed to death by Eilinuda the poison ooze on level 2 of Sandworm lair.


































































































