








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. 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 (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Menu Keys 1.7.0Adds shortcut keys to some of the actions on the game menu accessible via the <Esc> key. Configurable via game option "[ZOmnibus] | Show menu keys". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Necromancer |
Level / Exp | 22 / 94% |
Size | small |
Lifes / Deaths | Killed by Glorinor the thief at level 22 on the 62nd Dusk 122nd year of Ascendancy at 20:20 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 33 (base 32) |
Magic | 60 (base 51) |
Willpower | 27 (base 13) |
Cunning | 25 (base 19) |
Resources
Life | -371/484 |
Mana | 332/332 |
Soul | 10/12 |
Healing Factor | 1.3789294477288 |
Regeneration | 8.8940949378508 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 6 |
See Invisible | 23 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 25 |
Accuracy | 8 |
Crit Chance | 9% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Light | +15% |
Temporal | +5% |
Blight | +17% |
Arcane | +11% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +25% |
Light | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 30 |
Mental Save | 32 |
Defense: Resistances
Temporal | + 24%( 70%) |
Blight | + 20%( 70%) |
Fire | + 17%( 70%) |
Cold | + 15%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 20% |
Silence Resistance | 50% |
Confusion Resistance | 85% |
Knockback Resistance | 85% |
Pinning Resistance | 47% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 138 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 80 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed ritch stinger. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within15 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Res.pen +10% mind ----- def ----- Armour +1 Crit.dmg- 10.00% Stealth +7 Max.HP +100.00 Teleport- +20% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +10% ---------- 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. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +3% fire +7% cold Mind.save +9 (+4 eff.) Die.at -60.00 life Max.HP +60.00 HP.reg +4.00 ---------- misc Breathe water A cap made of leather. |
Tool | ![]() 2.0 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 21 for 5 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Str dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +6% arcane +12% blight ----- def ----- Blind- +24% ---------- misc Mana/s.crit +2.00 Infravis +3 See.Stealth +6 See.Invis +16 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Crit.mult +5.00% Phys.pwr +7 (+3 eff.) Spell.pwr +11 (+4 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Phys.save +9 (+4 eff.) Spell.save +9 (+4 eff.) Max.HP +21.00 Disarm- +20% Pinning- +26% Knockbk- +22% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 3.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Spell.crit +10% Crit.mult +29.00% Spell.pwr +10 (+3 eff.) Melee+ 17 fire Dmg.mod +15% lightning Res.pen +15% nature Apr +1 ----- def ----- Armour +4 Defense +5 (+5 eff.) ---------- misc Max.stam +10.00 See.Invis +7 Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane While equipped: Stats +3 Mag +3 Wil +2 Cun dps ---------- Mind.crit +2% Mind.pwr +5 (+3 eff.) Melee+ 7 blight 9 temporal Ranged+ 7 temporal Dmg.mod +5% blight +5% temporal +5% arcane ----- def ----- Armour +2 Resists +7% blight +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +47.00 HP.reg +2.20 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +15% light Res.pen +10% mind +5% light On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +1 Mag +4 Con dps ---------- Res.pen +5% mind ----- def ----- Resists +6% fire +11% temporal Pinning- +21% Knockbk- +23% ---------- misc Infravis +2 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] 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 cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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 spell talent. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Mag +5 Wil +5 Cun dps ---------- Spell.crit +1% Mind.pwr +6 (+3 eff.) Dmg.mod +6% acid Phasing +20% ----- def ----- Resists +12% cold Spell.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +12% cold Res.pen +5% light Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +20% lightning +3% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +22% Knockbk- +24% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+6 eff.) Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +6.0% Atk.spd 100% Phasing +10% On Hit: * Create an explosion dealing 86 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +7% cold Res.pen +8% cold Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Psionic Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 mind On Hit: * 11% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 149% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +10% physical Acc +16 (+13 eff.) Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego++] Arcane/Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 86 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +7% fire Res.pen +19% fire Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 155% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +13 fire Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Master Power 138% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +25% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Psionic Power 133% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 darkness Against +10% Living While equipped: dps ---------- Dmg.mod +6% blight +21% mind Res.pen +25% mind ----- def ----- Resists +3% darkness Blunt and deadly. |
![]() 3.0 T2 staff 1H weapon [Random Unique] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage While equipped: dps ---------- Spell.crit +2% Crit.mult +22.00% Spell.pwr +14 (+5 eff.) Melee+ 15 fire Dmg.mod +9% blight +18% darkness Res.pen +10% light Melee Ret 2 light ---------- misc Light +1 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+4 eff.) Dmg.mod +9% fire +15% arcane +12% nature ----- def ----- Resists +9% fire Mind.save +6 (+3 eff.) HP.reg +4.80 Heal.mod +18% Teleport- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag ----- def ----- Fatigue -6% ---------- misc Max.enc +26 Mana/turn +0.24 Max.mana +25.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +6 Dex +2 Mag dps ---------- Res.pen +15% darkness ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness Spell.save +6 (+3 eff.) Mind.save +6 (+3 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 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness +9% mind Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness Spell.save +6 (+3 eff.) Mind.save +6 (+3 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 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% acid +14% cold +6% nature +6% mind ---------- misc See.Invis +15 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 [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness +10% cold Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +15% cold +7% all ---------- misc Psi/ret +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 T3 feet armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Dmg.mod +18% mind +6% cold ----- def ----- Armour +8 Resists +11% acid +10% fire +11% lightning +23% cold A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Dex +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +1% physical ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Melee+ 8 nature Dmg.mod +6% nature +6% cold Acc +6 (+6 eff.) Apr +8 ----- def ----- Armour +5 Defense +15 (+13 eff.) Fatigue +3% Resists +6% nature Crit.dmg- 10.00% Mind.save +7 (+3 eff.) Max.HP +49.00 Silence- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Melee+ 8 light Dmg.mod +5% light ----- def ----- Armour +2 Resists +13% light +7% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 61.01 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight +6% fire Res.pen +20% blight Melee Ret 10 fire 4 cold ----- def ----- Armour +3 Fatigue +1% Resists +6% cold ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Cun +2 Str dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Dmg.mod +10% mind Acc +10 (+10 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% mind Die.at -40.00 life A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Cun +1 Mag dps ---------- Dmg.mod +11% darkness Res.pen +5% nature Acc +10 (+10 eff.) ----- def ----- Defense +26 (+18 eff.) Resists +16% darkness A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +6% mind +18% cold Res.pen +20% mind Apr +7 ----- def ----- Armour +4 Fatigue +4% Resists +15% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +20% lightning ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +6% temporal +5% arcane +9% cold Spell.save +3 (+1 eff.) HP.reg +2.90 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +15% light Res.pen +10% mind +15% light Melee Ret 2 light ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +7% physical Phys.save +15 (+7 eff.) ---------- misc Hate/m.crit +2.00 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +10% blight +11% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +7% physical Phys.save +10 (+5 eff.) HP.reg +3.70 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +11% light +12% darkness A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +17% fire Max.HP +36.00 HP.reg +3.80 Heal.mod +14% A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 acid Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +6% fire +6% lightning +5% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +1% physical Stun/Frz- +20% ---------- 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 While equipped: ---------- misc Light +5 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] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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. |
![]() 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 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% acid Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +15% lightning 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 increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +2% Dmg.mod +12% mind Res.pen +20% darkness +25% cold ---------- misc Max.psi +30.00 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 32% 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 Absalom the Yeek Necromancer level 10
10th Flare 122nd year of Ascendancy at 21:51 see stats
By Absalom the Yeek Necromancer level 10
8th Mirth 122nd year of Ascendancy at 02:26 see stats
By Absalom the Yeek Necromancer level 20
35th Dusk 122nd year of Ascendancy at 18:02 see stats
By Absalom the Yeek Necromancer level 7
1st Mirth 122nd year of Ascendancy at 17:10 see stats
By Absalom the Yeek Necromancer level 11
8th Dusk 122nd year of Ascendancy at 03:55 see stats
By Absalom the Yeek Necromancer level 10
10th Mirth 122nd year of Ascendancy at 11:48 see stats
By Absalom the Yeek Necromancer level 18
26th Dusk 122nd year of Ascendancy at 18:27 see stats
Log
Your shield crumbles under the damage!
The shield around Absalom crumbles.
Absalom is poisoned!
Skeleton mage is on fire!
Skeleton master archer is on fire!
Absalom deactivates Hiemal Shield.
Glorinor the thief's spell attains critical power!
Glorinor the thief steals life from Skeleton mage!
Glorinor the thief steals life from Skeleton master archer!
Glorinor the thief steals life from Absalom!
Skeleton mage hits Glorinor the thief for 10 healing, 19 healing (0 total damage) [29 healing].
Skeleton master archer hits Glorinor the thief for 12 healing, 21 healing (0 total damage) [33 healing].
Absalom hits Glorinor the thief for 40 healing, 2 healing, 3 healing, 10 healing, 45 healing, 2 healing, 3 healing, 18 healing (0 total damage) [122 healing].
Absalom's Hiemal Shield hits Glorinor the thief for 30 cold damage.
Glorinor the thief hits Skeleton mage for 35 fire, 63 fire (98 total damage).
Glorinor the thief hits Absalom for (135 absorbed), (91 absorbed), 46 physical, (5 absorbed), 2 cold, (6 absorbed), 3 fire, (22 absorbed), 11 fire, (64 absorbed), 80 physical, 7 cold, 9 fire, 60 fire (217 total damage).
Glorinor the thief hits Skeleton master archer for 41 fire, 69 fire (110 total damage).
Absalom's desolate waste area effect hits Glorinor the thief for 10 cold damage.
Absalom's desolate waste area effect hits Glorinor the thief for 10 cold damage.
Burning Shock from Glorinor the thief hits Skeleton master archer for 27 fire damage.
Burning from Glorinor the thief hits Skeleton master archer for 39 fire damage.
Glorinor the thief's weapon glows with critical power!
Burning from Glorinor the thief killed Skeleton master archer!
Glorinor the thief casts Abduction.
Glorinor the thief performs a melee critical strike against Absalom!
Absalom reacts immediately after taking severe wounds!
Glorinor the thief performs a melee critical strike against Absalom!
Glorinor the thief hits Absalom for 297 physical, 7 cold, 9 fire, 34 fire, 241 physical, 7 cold, 9 fire, 34 fire (638 total damage).
Glorinor the thief hits Skeleton mage for 35 fire, 35 fire (69 total damage).
Absalom the level 22 yeek necromancer was toasted to death by Glorinor the thief on level 1 of The Maze.