








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ghoul |
Class | Necromancer |
Level / Exp | 26 / 42% |
Size | medium |
Lifes / Deaths | Killed by Belerith the elven blood mage at level 26 on the 34th Haze 122nd year of Ascendancy at 10:14 / 1 |
Primary Stats
Strength | 32 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 46 (base 13) |
Magic | 75 (base 55) |
Willpower | 51 (base 44) |
Cunning | 13 (base 15) |
Resources
Life | -414/505 |
Mana | 73/614 |
Soul | 5/12 |
Healing Factor | 1.2567804250994 |
Regeneration | 0.31419510627485 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 7 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 35 |
Accuracy | 9 |
Crit Chance | 4% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Light | +14% |
Nature | +17% |
Arcane | +19% |
Cold | +80% |
All | +5% |
Offense: Damage Penetration
Cold | +33% |
Lightning | +25% |
Light | +35% |
All | 0% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 3 |
Physical Save | 39 |
Spell Save | 44 |
Mental Save | 31 |
Defense: Resistances
Darkness | + 18%( 70%) |
Light | + 21%( 70%) |
Physical | + 20%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 36%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 21% |
Bleed Resistance | 100% |
Disarm Resistance | 22% |
Fear Resistance | 100% |
Stun Resistance | 50% |
Poison Resistance | 80% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 402 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 (130 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: 15 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 460 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.60 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.60 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Dex +3 Mag +2 Wil +2 Con dps ---------- Spell.crit +3% Res.pen +10% cold Melee Ret 4 fire ----- def ----- Armour +3 Resists +3% physical Phys.save +15 (+5 eff.) ---------- misc Mana/turn +0.27 Max.mana +37.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% darkness +18% cold Res.pen +10% light +5% cold ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +25% lightning ----- def ----- Resists +3% light Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 231 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to gain a 25% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +9% light +5% all Res.pen +25% light Melee Ret 10 mind ----- def ----- Resists +6% darkness Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +9% arcane +12% cold Melee Ret 10 cold ----- def ----- Max.HP +31.00 ---------- misc Max.mana +40.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +2 Con dps ---------- Spell.crit +17% Spell.pwr +9 (+2 eff.) Dmg.mod +12% nature +20% cold Res.pen +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Melee+ 6 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane ---------- misc Mana/turn +0.12 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. |
Main armor | ![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+7 eff.) Resists +7% all +15% cold ---------- misc 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 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +3 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Defense +2 (+2 eff.) Resists +12% blight +12% cold +6% light Spell.save +7 (+2 eff.) ---------- misc Max.mana +57.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Mind.crit +3% ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +20 (+9 eff.) ---------- misc Stam/turn +0.60 Equi/ret +0.04 Light +3 Amulets make your neck look great! |
Inventory
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Spell/Glacial waste Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +4 Mag +2 Wil dps ---------- Res.pen +20% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +24% ---------- misc Infravis +2 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+4 eff.) Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 47.5 - 71.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +30 lightning +10 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Mov.spd +48% Res.pen +23% lightning +23% cold Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 15.5 - 20.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% ----- def ----- Resists +6% acid +9% temporal +15% darkness +9% mind +3% physical Phys.save +6 (+2 eff.) Cut- +20% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master/Psionic Power 30.0 - 39.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +13 (+11 eff.) ----- def ----- Defense +10 (+6 eff.) Disarm- +36% Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Nature Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +38 acid +24 nature While equipped: dps ---------- Res.pen +21% acid +7% nature Apr +13 Massive two-handed mauls. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego++] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +18% physical +15% temporal Res.pen +11% physical +20% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon [Rare] Nature Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +20 darkness On Crit.r2 +21 acid +19 nature +8 darkness While equipped: Stats +2 Mag dps ---------- Mind.crit +4% Mind.pwr +20 (+9 eff.) Res.pen +16% acid +17% nature Apr +7 On Hit (Melee): * 20% chance to reduce damage dealt by 18% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Dex +4 Con dps ---------- Crit.mult +20.00% Dmg.mod +9% arcane Res.pen +25% arcane Acc +11 (+10 eff.) ----- def ----- Defense +10 (+6 eff.) Resists +5% arcane Disarm- +35% Blunt and deadly. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +3% acid +13% cold +9% light Res.pen +15% cold Melee Ret 8 light ---------- misc Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Armour +4 Defense +4 (+3 eff.) ---------- misc Wards +2 cold Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +24 (+6 eff.) S.pwr/crit +4 Dmg.mod +25% darkness ---------- misc Mana/turn +0.22 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Arcane Power 38.0 - 53.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Curse of Impotence 5 On Hit: 20% Epidemic 5 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 28 While equipped: ----- def ----- Disease- +25% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +5% fire Melee Ret 4 arcane 2 fire On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +5% arcane Anom.red +10 Max.HP +51.00 ---------- misc Max.mana +34.00 Max.stam +29.00 Max.hate +12.00 Max.psi +22.00 Max.vim +22.00 Max.P.En +20.00 Max.N.En +20.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +23 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Acc +20 (+15 eff.) Apr +2 ----- def ----- Defense +20 (+11 eff.) Phys.save +19 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% cold ----- def ----- Resists +7% all +16% cold Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% cold On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +7 Resists +3% light +6% cold +12% nature +5% arcane ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Apr +1 ----- def ----- Armour +1 Resists +6% lightning +5% temporal +5% arcane +9% nature HP.reg +4.00 Silence- +20% A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 44.03 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- Phys.crit +10.0% Spell.crit +9% Mind.crit +10% Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+3 eff.) ---------- misc Cooldown Double Strike -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. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning +9% fire Res.pen +5% cold +5% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +1 Resists +6% lightning +6% cold 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +11% cold Melee Ret 2 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +3% lightning +16% cold +9% light Phys.save +9 (+3 eff.) ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Defense +1 (+1 eff.) Resists +5% lightning +10% physical +6% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil +2 Cun dps ---------- Spell.crit +3% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.mana +20.00 Infravis +2 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Resists +19% blight +10% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun +6 Wil ----- def ----- Armour +7 Defense +12 (+7 eff.) Fatigue +8% Mind.save +14 (+7 eff.) Max.HP +23.00 A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +13 Fatigue +22% Resists +7% physical Phys.save +21 (+7 eff.) Max.HP +62.00 A suit of armour made of metal plates. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Master/Psionic Power 56.5 - 79.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +24 Apr +18 Crit +3.0% Capacity 19 Ranged+ +17 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +5% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [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. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Arcane/Master/Psionic Power 62.0 - 74.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 20 Rld cld 5 Ranged+ +12 acid +20 light On Crit.r2 +4 acid +8 light On Hit: * 10% chance to reduce armor by 38% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 114 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 158 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +1 Con dps ---------- Acc +10 (+10 eff.) Apr +2 ----- def ----- Resists +2% physical Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 6 darkness ----- def ----- Resists +3% blight HP.reg +4.00 ---------- misc Equi/ret +0.08 Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 356 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By necrocancer the Ghoul Necromancer level 10
4th Dusk 122nd year of Ascendancy at 11:32 see stats
By necrocancer the Ghoul Necromancer level 23
20th Haze 122nd year of Ascendancy at 02:01 see stats
By necrocancer the Ghoul Necromancer level 10
4th Dusk 122nd year of Ascendancy at 11:31 see stats
By necrocancer the Ghoul Necromancer level 20
58th Dusk 122nd year of Ascendancy at 00:22 see stats
By necrocancer the Ghoul Necromancer level 21
74th Dusk 122nd year of Ascendancy at 19:07 see stats
By necrocancer the Ghoul Necromancer level 12
20th Dusk 122nd year of Ascendancy at 09:07 see stats
By necrocancer the Ghoul Necromancer level 13
22nd Dusk 122nd year of Ascendancy at 14:49 see stats
By necrocancer the Ghoul Necromancer level 5
4th Flare 122nd year of Ascendancy at 21:15 see stats
By necrocancer the Ghoul Necromancer level 22
16th Haze 122nd year of Ascendancy at 07:00 see stats
By necrocancer the Ghoul Necromancer level 15
32nd Dusk 122nd year of Ascendancy at 16:21 see stats
Log
Necrocancer casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Necrocancer deactivates Hiemal Shield.
Belerith the elven blood mage's firestorm hits necrocancer for (1 resilience), (25 absorbed), 228 fire (228 total damage).
Necrocancer's Hiemal Shield hits Belerith the elven blood mage for 63 cold damage.
Decrepitude Disease from Elven cultist hits Bone giant for 59 blight damage.
Belerith the elven blood mage's spell attains critical power!
Spikes of Decrepitude hits Belerith the elven blood mage for 40 cold, 20 darkness (60 total damage).
Thunderstorm hits Lord of Skulls (archer) for 27 lightning damage.
Thunderstorm hits Bone giant for (65 to bones), 0 lightning (0 total damage).
Belerith the elven blood mage casts Throw Bomb.
Belerith the elven blood mage's spell attains critical power!
Necrocancer is on fire!
Belerith the elven blood mage hits necrocancer for 137 fire damage.
Lord of Skulls (archer) uses Crippling Shot.
Belerith the elven blood mage's firestorm hits necrocancer for (1 resilience), 252 fire (252 total damage).
Weakness Disease from Elven cultist hits Lord of Skulls (archer) for 80 blight damage.
Belerith the elven blood mage's spell attains critical power!
Talent Chill of the Tomb is ready to use.
Thunderstorm hits Lord of Skulls (archer) for 42 lightning, 47 lightning (89 total damage).
necrocancer receives 3 healing from Eternal Night.
Spikes of Decrepitude hits Belerith the elven blood mage for 40 cold, 20 darkness (60 total damage).
Burning from Belerith the elven blood mage hits necrocancer for 46 fire damage.
Lord of Skulls (archer) picks up the remains of its fallen comrade.
Belerith the elven blood mage casts Blood Grasp.
Lord of Skulls (archer) uses Pinning Shot.
Belerith the elven blood mage's Blood Grasp hits necrocancer for 141 blight damage.
Belerith the elven blood mage receives 40 healing from Belerith the elven blood mage's Blood Grasp.
necrocancer the level 26 ghoul necromancer was infected to death by Belerith the elven blood mage on level 1 of Dark crypt.