










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.0Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.0Official 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:
Forbidden Cults 1.7.0Official 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.
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.0Official 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:
Better Item Description 1.7.2This 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 1.7.2Quality 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 25 / 99% |
Size | medium |
Lifes / Deaths | Killed by Artea at level 19 on the 31st Regrowth 123rd year of Ascendancy at 07:26 0 / 7Killed by Artea at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 16:44 Killed by Aletta Soultorn at level 22 on the 68th Regrowth 123rd year of Ascendancy at 10:56 Killed by The Master at level 24 on the 76th Regrowth 123rd year of Ascendancy at 09:31 Killed by Lord of Skulls (warrior) at level 24 on the 76th Regrowth 123rd year of Ascendancy at 13:21 Killed by elder vampire at level 25 on the 37th Pyre 123rd year of Ascendancy at 20:51 Killed by lava floor at level 25 on the 38th Pyre 123rd year of Ascendancy at 18:59 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 19 (base 10) |
Magic | 77 (base 55) |
Willpower | 26 (base 13) |
Cunning | 64 (base 46) |
Resources
Life | 190/190 |
Mana | 344/348 |
Soul | 14/14 |
Healing Factor | 1.0791723257556 |
Regeneration | 0.2697930814389 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 7 |
See Stealth | 37.390773745007 |
See Invisible | 45.390773745007 |
ESP Range | 10 |
ESP Kinds | animal/canine, undead |
Offense: Mainhand
Damage | 39 |
Accuracy | 8 |
Crit Chance | 20% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29.5 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Light | +39% |
Temporal | +15% |
Arcane | +22% |
Physical | +15% |
Nature | +5% |
Offense: Damage Penetration
Darkness | +20% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 37 |
Mental Save | 28 |
Defense: Resistances
Nature | + 35%( 70%) |
Physical | + 34%( 70%) |
Fire | + 30%( 70%) |
All | + 28%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 40% |
Blind Resistance | 19% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 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: 15 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: 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Aura of Undeath |
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 abandoned injured seer, to death. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by giant brown mouse. Escort: lost defiler (level 3 of Trollmire) | failed |
You abandoned lost defiler, to death. Escort: lost defiler (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by hornet swarm. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost tinker from death by master vampire. Escort: lost tinker (level 2 of Dreadfell) | failed |
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. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 29. | 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 |
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 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 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.pwr +15 (+8 eff.) ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+5 eff.) Poison- +20% ---------- misc Max.enc +23 See.Invis +3 A pair of boots made of leather. This object's appearance was changed to The Black Boots. |
Light source | ![]() 1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +4 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Con dps ---------- Melee+ 13 light Ranged+ 19 light Dmg.mod +12% light ----- def ----- Spell.save +12 (+5 eff.) ---------- misc Max.stam +15.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +8 Mag dps ---------- Spell.pwr +7 (+1 eff.) Melee+ 10 light Ranged+ 18 light Dmg.mod +12% light Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+0 eff.) ----- def ----- Defense +9 (+9 eff.) Mind.save +5 (+2 eff.) Stealth +5 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+2 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ----- def ----- Armour +2 Resists +2% all ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+2 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Wil +2 Cun +2 Con dps ---------- Acc +3 (+3 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Resists +3% fire ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% darkness Res.pen +20% darkness +5% acid On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Resists +8% physical Blind- +19% ---------- misc Stam/turn +0.40 Infravis +4 Sight +2 See.Invis +5 Amulets make your neck look great! |
Inventory
![]() 0.1 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 97 with a minimum range of 15. 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. |
![]() 0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +12% nature +11% blight Poison- +22% Disease- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +20.00 Disarm- +20% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +3 (+0 eff.) Dmg.mod +10% darkness ----- def ----- Defense +5 (+5 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.94 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 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 (+0 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Master 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 Con dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +9 (+1 eff.) Dmg.mod +20% lightning +12% physical Res.pen +5% physical Acc +10 (+10 eff.) ----- def ----- Resists +3% physical ---------- misc Stam/turn +1.00 Max.stam +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Penitence. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+0 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+10 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. |
![]() 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 T2 cloth armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Dmg.mod +16% fire Res.pen +10% mind +10% nature Melee Ret 10 mind ----- def ----- Resists +24% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Spinal Cage. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold 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 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
![]() 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- 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. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +6 See.Stealth +7 See.Invis +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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 0.0 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. |
Achievements
By Artea the Cornac Necromancer level 13
43rd Dusk 122nd year of Ascendancy at 05:43 see stats
By Artea the Cornac Necromancer level 18
52nd Haze 122nd year of Ascendancy at 11:52 see stats
By Artea the Cornac Necromancer level 22
69th Regrowth 123rd year of Ascendancy at 03:44 see stats
By Artea the Cornac Necromancer level 16
55th Dusk 122nd year of Ascendancy at 14:15 see stats
By Artea the Cornac Necromancer level 10
8th Mirth 122nd year of Ascendancy at 16:16 see stats
By Artea the Cornac Necromancer level 20
31st Regrowth 123rd year of Ascendancy at 21:53 see stats
By Artea the Cornac Necromancer level 24
26th Pyre 123rd year of Ascendancy at 09:28 see stats
By Artea the Cornac Necromancer level 2
75th Pyre 122nd year of Ascendancy at 16:56 see stats
By Artea the Cornac Necromancer level 16
64th Dusk 122nd year of Ascendancy at 07:47 see stats
By Artea the Cornac Necromancer level 16
42nd Haze 122nd year of Ascendancy at 13:35 see stats
By Artea the Cornac Necromancer level 25
38th Pyre 123rd year of Ascendancy at 06:44 see stats
By Artea the Cornac Necromancer level 18
52nd Haze 122nd year of Ascendancy at 23:21 see stats
By Artea the Cornac Necromancer level 25
38th Pyre 123rd year of Ascendancy at 18:59 see stats
Log
Aura of Undeath is still on cooldown for 19 turns.
Aura of Undeath is still on cooldown for 18 turns.
Aura of Undeath is still on cooldown for 17 turns.
Aura of Undeath is still on cooldown for 16 turns.
Aura of Undeath is still on cooldown for 15 turns.
Talent Aura of Undeath is ready to use.
Rested for 66 turns (stop reason: all resources and life at maximum).
You pickup 0.65 gold pieces.
You pickup 0.50 gold pieces.
Ghoul activates Bone Shield.
Ghoul is poisoned!
Something hits Ghoul for (51 to bones), 0 physical, 24 physical, 9 temporal, 11 cold (44 total damage).
Artea uses Infusion: Wild.
Artea lessens the pain.
Artea's Call of the Crypt has been disrupted by anti-magic forces!
Deadly Poison from Thief hits Ghoul for 21 nature damage.
Ghoul hits Thief for 26 physical damage.
Thief hits Ghoul for (46 to bones), 0 physical, 22 physical, 9 temporal, 11 cold (42 total damage).
Artea casts Call of the Crypt.
Deadly Poison from Thief hits Ghoul for 39 nature damage.
Ghoul hits Thief for 28 physical damage.
Thief uses Infusion: Regeneration.
Thief starts regenerating health quickly.
Heavy bone giant uses Throw Bones.
Thief starts to bleed.
Heavy bone giant hits Thief for 47 physical damage.
Ran for 8 turns (stop reason: hostile spotted to the south (thief)).
Bleeding from Heavy bone giant hits Thief for 47 physical damage.