









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality 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. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 24 / 30% |
| Size | small |
| Lifes / Deaths | Killed by skeleton master archer at level 10 on the 7th Mirth 122nd year of Ascendancy at 20:27 0 / 7Killed by Beteyada the green worm mass at level 15 on the 37th Dusk 122nd year of Ascendancy at 14:28 Killed by Urkis, the High Tempest at level 19 on the 59th Dusk 122nd year of Ascendancy at 01:15 Killed by Urkis, the High Tempest at level 19 on the 59th Dusk 122nd year of Ascendancy at 02:35 Killed by Isith the black bear at level 20 on the 65th Dusk 122nd year of Ascendancy at 06:20 Killed by Xeroma the large white snake at level 24 on the 15th Haze 122nd year of Ascendancy at 18:31 Killed by Salyba the fire drake at level 24 on the 15th Haze 122nd year of Ascendancy at 20:26 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 35 (base 27) |
| Magic | 59 (base 54) |
| Willpower | 43 (base 28) |
| Cunning | 30 (base 12) |
Resources
| Life | -413/611 |
| Mana | 318/326 |
| Soul | 5/10 |
| Healing Factor | 1.3129268292683 |
| Regeneration | 21.072475609757 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 34.753403342673 |
| See Invisible | 43.753403342673 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 13 |
| Crit Chance | 11% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Darkness | +39% |
| Blight | +18% |
| Arcane | +6% |
| Mind | +26% |
| Nature | +7% |
Offense: Damage Penetration
| Darkness | +20% |
| Light | +15% |
| Arcane | +25% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 41 |
| Mental Save | 46 |
Defense: Resistances
| Darkness | + 44%( 70%) |
| Blight | + 29%( 70%) |
| Nature | + 27%( 70%) |
| Mind | + 31%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 100% |
| Disarm Resistance | 23% |
| Silence Resistance | 89% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 33% |
Inscriptions (3/3)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 3/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Effects
| talent | Will o' the Wisp |
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target is out of phase with reality, increasing defense by 5, resist all by 5%, and reducing the duration of detrimental timed effects by 5%. Out of Phase |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is recovering 17 life each turn. Recovery |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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 warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove two 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: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 64. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed minotaur nose. * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | pair of hardened leather boots 'Adolle' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue -2% Phys.save +7 (+4 eff.) ---------- misc Max.enc +20 Infravis +2 See.Invis +9 Telepathy Humanoid/Orc A pair of boots made of leather. |
| Light source | Morerim the Lightningward1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Crit.mult +10.00% Dmg.mod +17% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +30.00 Light +3 Telepathy Dragon A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aladegorn the Dazzlejustice (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Mag +4 Wil +3 Cun dps ---------- Spell.pwr +4 (+2 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +18% blight Res.pen +15% light Phasing +50% ----- def ----- Armour +3 Fatigue +3% ---------- misc Mana/s.crit +3.00 A cap made of leather. |
| Tool | Ce'Nuth [power 11] (6 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Spell.crit +4% S.pwr/crit +4 Res.pen +25% arcane ----- def ----- Spell.save +18 (+6 eff.) ---------- misc Mana/turn +0.08 Reveal the area around you, dispelling darkness (radius 11, power 69 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Spiderwing the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +5 (+5 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +6% arcane Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Mind.save +6 (+2 eff.) Max.HP +22.00 Disarm- +23% Confus- +26% Pinning- +20% Knockbk- +23% Rings can have magical properties. |
| On fingers | steel ring 'Ebonybraid'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 6 bleed Ranged+ 7 bleed Dmg.mod +9% darkness Res.pen +20% darkness On Hit (Melee): * 14% chance to cause random gloom * Slows global speed by 15% * 15% chance to inflict 15% damage reduction On Hit (Ranged): * 10% chance to cause random gloom ----- def ----- Resists +6% nature +9% darkness ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 19 cooldown Level 4.0 Pwr.cost 19 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
| Around waist | Belaruirab1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Dex +2 Cun +5 Con ----- def ----- Max.HP +78.00 HP.reg +0.60 A belt that goes around your waist. |
| In main hand | Blackquench (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness On Crit.r2 +8 acid On Hit: * 40% chance to inflict 15% damage reduction * 20% chance to corrode armour by 30% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% darkness Melee Ret 12 darkness On Hit (Melee): * 9% chance to blind ----- def ----- Defense +11 (+5 eff.) Resists +6% darkness ---------- misc Light +5 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 21.13 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Xerelewe' (0 def, 8 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 nature Dmg.mod +7% nature +9% mind ----- def ----- Armour +8 Resists +5% nature +6% blight Mind.save +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Telepathy Dragon Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dreamer's cashmere robe of life (2 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +7% blight +16% mind +16% darkness Phys.save +13 (+7 eff.) Spell.save +10 (+3 eff.) Mind.save +22 (+7 eff.) Max.HP +48.00 HP.reg +2.60 Heal.mod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Alezilabar the elven-silk cloak (3 def, 8 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Phys.save +8 (+4 eff.) Max.HP +92.00 Disease- +15% Silence- +35% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Betera'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +6 Cun +5 Con dps ---------- Mov.spd +10% Apr +3 ----- def ----- Fatigue -5% Max.HP +50.00 HP.reg +0.60 ---------- misc Stam/turn +0.40 Max.stam +15.00 Amulets can have magical properties. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 123)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 123 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the psychic (49 acid damage; disarm 5 turns with power 44)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 49.23 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 44 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
manasurge rune of the titan (858% regen over 10 turns; 42 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 858% for 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune (absorb 165 for 6 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 165 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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 1 tidal wave that expands slowly over 7 turns, dealing 4.66 cold and 4.66 physical damage (based on Willpower) each turn and knocking opponents back. Uses 55 power out of 60/60 This azure ring seems to be always moist to the touch. |
savior's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Rings can have magical properties. |
Emata the Boltknight (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 40% chance to daze at end of turn While equipped: Stats +7 Dex +1 Mag +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+3 eff.) Dmg.mod +10% darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Crit.dmg- 15.00% HP.reg +0.70 Heal.mod +10% ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Islikira the Rotviper (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Crit.mult +14.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% temporal Melee Ret 12 mind 20 nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blurring hardened leather belt of life1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +10 (+5 eff.) Stealth +6 HP.reg +0.80 Heal.mod +12% A belt that goes around your waist. |
blighted rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 blight Dmg.mod +4% arcane +3% blight ----- def ----- Armour +1 Resists +6% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blindroar the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% darkness +15% mind Melee Ret 16 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +5% Resists +15% mind A cap made of leather. |
miner's rough leather cap of the depths (0 def, 3 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +6% cold ---------- misc Infravis +2 Breathe water A cap made of leather. |
79 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +1 Cun dps ---------- Acc +5 (+5 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 185 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Raer the Yeek Necromancer level 18
50th Dusk 122nd year of Ascendancy at 04:30 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Raer the Yeek Necromancer level 21
68th Dusk 122nd year of Ascendancy at 13:56 see stats
Exterminator
Killed 1000 creatures.By Raer the Yeek Necromancer level 18
49th Dusk 122nd year of Ascendancy at 06:08 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Raer the Yeek Necromancer level 18
50th Dusk 122nd year of Ascendancy at 04:05 see stats
Level 10
Got a character to level 10.By Raer the Yeek Necromancer level 10
7th Mirth 122nd year of Ascendancy at 10:47 see stats
Level 20
Got a character to level 20.By Raer the Yeek Necromancer level 20
62nd Dusk 122nd year of Ascendancy at 10:00 see stats
That was close
Killed your target while having only 1 life left.By Raer the Yeek Necromancer level 11
9th Mirth 122nd year of Ascendancy at 12:30 see stats
The Arena
Unlocked Arena mode.By Raer the Yeek Necromancer level 13
18th Dusk 122nd year of Ascendancy at 23:45 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Raer the Yeek Necromancer level 18
50th Dusk 122nd year of Ascendancy at 04:30 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Raer the Yeek Necromancer level 12
6th Dusk 122nd year of Ascendancy at 19:11 see stats
The secret city
Discovered the truth about mages.By Raer the Yeek Necromancer level 18
56th Dusk 122nd year of Ascendancy at 22:02 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Raer the Yeek Necromancer level 18
50th Dusk 122nd year of Ascendancy at 06:07 see stats
Log
Salyba the fire drake uses Shattering Shout.
Raer is recovering from the damage!
Salyba the fire drake hits Raer for 222 physical damage.
Raer receives 22 healing.
Burning from Salyba the fire drake hits Raer for 27 fire damage.
Raer uses Infusion: Wild.
Raer stops burning.
Raer is cured!
Raer lessens the pain.
Salyba the fire drake rushes out!
Salyba the fire drake performs a melee critical strike against Raer!
Raer is dazed!
Raer hits Salyba the fire drake for 12 darkness, 5 nature (18 total damage).
Salyba the fire drake hits Raer for 194 physical damage.
Talent Infusion: Regeneration is ready to use.
Raer receives 22 healing.
Raer uses Infusion: Regeneration.
Raer starts regenerating health quickly.
Salyba the fire drake uses Shield Pummel.
Raer is not dazed anymore.
Raer is stunned!
Raer hits Salyba the fire drake for 12 darkness, 5 nature, 12 darkness, 5 nature, 12 darkness, 5 nature (54 total damage).
Greater Weapon Focus from Salyba the fire drake hits Raer for 153 physical damage.
Salyba the fire drake hits Raer for 71 physical, 73 physical (145 total damage).
Raer receives 22 healing.
Salyba the fire drake uses Wing Buffet.
Saving game...




































































