









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Forbidden Cults 1.5.9Official 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.
Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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 Embers of Rage 1.5.0Official 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:
EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Necromancer |
| Level / Exp | 14 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 14 on the 10th Haze 122nd year of Ascendancy at 04:08 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 36 (base 27) |
| Magic | 57 (base 40) |
| Willpower | 33 (base 13) |
| Cunning | 20 (base 11) |
Resources
| Life | -56/329 |
| Mana | 191/232 |
| Soul | 7/12 |
| Healing Factor | 1.3793203883495 |
| Regeneration | 19.931179611651 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 10 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Temporal | +10% |
| Fire | +15% |
| Physical | +7% |
| Cold | +8% |
| Nature | +5% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 25 |
| Mental Save | 30 |
Defense: Resistances
| Lightning | + 5%( 70%) |
| Temporal | + 10%( 70%) |
| Blight | + 14%( 70%) |
| Nature | + 23%( 70%) |
| Cold | + 7%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Teleport Resistance | 10% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 23% |
| Poison Resistance | 20% |
| Knockback Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 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: 25 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 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Charnel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dead secrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Will o' the Wisp |
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Magic by +1. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Con dps ---------- Mov.spd +20% ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) Mind.save +11 (+5 eff.) A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 119.97 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 119.97 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Belildabeth the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +10% Mind.pwr +2 (+1 eff.) Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/turn +0.13 A pointy cloth hat, very wizardly... |
| Tool | void ash wand of clairvoyance [power 10] (6 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +2 Void Blast Reveal the area around you, dispelling darkness (radius 10, power 67 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's gold ring of arcana(+0.16/turn)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Silence- +23% ---------- misc Mana/turn +0.16 Rings can have magical properties. |
| On fingers | conjurer's steel ring of time (+10%)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Resists +10% temporal Rings can have magical properties. |
| Around waist | rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +5 (+2 eff.) A belt that goes around your waist. |
| In main hand | ash magestaff of power (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Main armor | stormwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +4 Mag +4 Wil dps ---------- Dmg.mod +5% lightning +7% physical +6% cold ----- def ----- Resists +5% lightning +5% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Drugar the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +2 (+2 eff.) Fatigue -4% Resists +13% nature +14% blight HP.reg +1.60 Heal.mod +19% Confus- +10% Stun/Frz- +15% Knockbk- +5% Teleport- +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 | wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +2 Mag +3 Cun +4 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.60 ---------- misc Stam/turn +0.40 Mana/turn +0.18 Max.mana +26.00 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 13 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. |
regeneration infusion (heal 193 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 385 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 385 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Islorirena the Thunderimmortal0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% fire Res.pen +15% lightning ----- def ----- Resists +21% lightning Amulets can have magical properties. |
starlit steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% light +11% darkness Blind- +25% Amulets can have magical properties. |
copper ring 'Voreba'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +4 Str ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +2 See.Invis +9 Rings can have magical properties. |
wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings can have magical properties. |
horrifying vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind +3% darkness Melee Ret 3 mind 3 darkness ----- def ----- Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 115.77 physical damage to all targets in line, and inflicting bleeding for another 57.88 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +5% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +2 (+2 eff.) Rng.Def +3 (+3 eff.) Fatigue +1% ---------- misc Infravis +2 A pair of boots made of leather. |
insulating linen wizard hat of frost (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+1 eff.) Resists +22% cold +6% fire A pointy cloth hat, very wizardly... |
reinforced leather armour 'Bloombolt' (4 def, 7 armour)9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +2% Res.pen +10% nature Melee Ret 8 arcane 4 nature ----- def ----- Armour +7 Defense +4 (+4 eff.) Fatigue +8% Resists +23% lightning Max.HP +81.00 HP.reg +6.40 Heal.mod +22% Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of leather. |
steel shield 'Zasaneg' (6 def, 2 armour, 38.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Rare] Master While equipped: Stats +2 Dex +2 Cun ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue -2% Resists +16% acid ---------- misc Light +3 Infravis +2 Talents +2 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +2 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 157.54 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Tom the Thalore Necromancer level 10
3rd Flare 122nd year of Ascendancy at 15:01 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Tom the Thalore Necromancer level 11
25th Dusk 122nd year of Ascendancy at 08:35 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Tom the Thalore Necromancer level 10
3rd Flare 122nd year of Ascendancy at 15:27 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Tom the Thalore Necromancer level 10
5th Flare 122nd year of Ascendancy at 04:17 see stats
Log
Hurricane from Urkis, the High Tempest hits Tom for 61 lightning damage.
Hurricane from Urkis, the High Tempest hits Skeleton warrior for 62 lightning damage.
Ghast hits Snow giant for 3 physical damage.
Thunderstorm hits Ghast for 20 lightning damage.
Thunderstorm hits Skeleton warrior for 26 lightning, 22 lightning (48 total damage).
Skeleton warrior is dazed!
Ghast is dazed!
Tom uses Infusion: Regeneration.
Tom starts regenerating health quickly.
Snow giant casts Mind Disruption.
Talent Create Minions is ready to use.
Ghast misses Snow giant.
Skeleton warrior is not dazed anymore.
Ghast is not dazed anymore.
Step 2
Hurricane from Urkis, the High Tempest hits Snow giant for 79 lightning damage.
Hurricane from Urkis, the High Tempest hits Ghast for 73 lightning damage.
Hurricane from Urkis, the High Tempest hits Skeleton master archer for 78 lightning damage.
Hurricane from Urkis, the High Tempest hits Skeleton warrior for 78 lightning damage.
Hurricane from Urkis, the High Tempest hits Tom for 77 lightning damage.
Hurricane from Urkis, the High Tempest killed Skeleton master archer!
Hurricane from Urkis, the High Tempest killed Skeleton warrior!
Hurricane from Urkis, the High Tempest killed Ghast!
The fabric of space around Tom stabilizes to normal.
Something misses Urkis, the High Tempest.
Urkis, the High Tempest casts Freeze.
Saving game...











































































