










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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:
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 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved 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. 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 Adventure |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 27 / 74% |
| Size | big |
| Lifes / Deaths | Killed by Isletta the bone giant at level 27 on the 1st Wintertide 123rd year of Ascendancy at 01:28 5 / 2Killed by Ecsti at level 27 on the 1st Wintertide 123rd year of Ascendancy at 01:33 |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 42 (base 28) |
| Magic | 76 (base 58) |
| Willpower | 23 (base 13) |
| Cunning | 42 (base 34) |
Resources
| Life | 373/373 |
| Mana | 347/347 |
| Soul | 14/14 |
| Healing Factor | 1.233988003127 |
| Regeneration | 6.4784370164168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 12 |
| Crit Chance | 19% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +6% |
| Cold | +41% |
| All | 0% |
| Lightning | +3% |
| Light | +30% |
| Physical | +27% |
| Darkness | +21% |
| Fire | +15% |
| Nature | +6% |
Offense: Damage Penetration
| Nature | +15% |
| Acid | +10% |
| Light | +5% |
| Darkness | +15% |
| Blight | +40% |
| Cold | +25% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 30 (35.65183292883%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 50 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 49%( 70%) |
| All | + 8%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 38%( 70%) |
| Physical | + 11%( 70%) |
| Darkness | + 31%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Pinning Resistance | 38% |
| Knockback Resistance | 33% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 231 damage for 3 turns. Its effects scale with your Constitution 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 74 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. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 4 light, 5 fire, 3 nature |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. 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 honey tree root. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of squid ink. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Ulylarach the pair of hardened leather boots (0 def, 13 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +13 Fatigue -6% Resists +6% acid +6% nature +3% darkness Phys.save +8 (+3 eff.) Mind.save +3 (+2 eff.) ---------- misc Max.enc +25 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Gladhera'1.0 T3 lite [Rare] Psionic While equipped: Stats +7 Str +3 Dex +2 Con dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 Infravis +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Morningwitch the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Mag +1 Wil +1 Cun +2 Con dps ---------- Dmg.mod +6% light +14% cold ----- def ----- Defense +2 (+1 eff.) Resists +9% light +21% cold A pointy cloth hat, very wizardly... |
| Tool | Dairybers the yew wand of lightning storm [power 278] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +6% nature +3% blight ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 57 lightning damage and will be dazed for 1 turn (286 total damage) Puts all charms on 15 cooldown 100% to heal for 78. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Xanokira'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +12% cold Res.pen +10% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 * 10% chance to reduce armor by 34% ----- def ----- Resists +6% blight +24% cold Phys.save +8 (+3 eff.) HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
| On fingers | Zerymas the Glarebrawn0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% blight +15% darkness +5% light ----- def ----- Fatigue -5% Resists +3% blight ---------- misc Max.enc +23 Light +2 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Glaretickler'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +3% light ----- def ----- Resists +8% lightning +17% temporal +3% physical Phys.save +15 (+6 eff.) Spell.save +21 (+7 eff.) Mind.save +13 (+6 eff.) Knockbk- +10% ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Xerilaith the ash vilestaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Master 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 +4 Wil +3 Con dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness +27% physical ----- def ----- Armour +6 Crit.chn- 15.00% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Betuldathra the Pyreshine (0 def, 5 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Melee+ 7 darkness Dmg.mod +6% darkness +15% fire Res.pen +10% fire ----- def ----- Armour +5 Resists +10% darkness Mind.save +5 (+3 eff.) Max.HP +43.00 HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +16.00 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 | Ivylevea the Scumsaw (18 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +6% nature +15% cold Res.pen +15% blight +25% cold +15% nature Apr +11 ----- def ----- Armour +6 Defense +18 (+8 eff.) Fatigue +8% ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 54 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | Strikewalker (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +2 (+1 eff.) Resists +3% blight +3% nature +12% darkness Silence- +20% Pinning- +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 | Dawnmonster the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +10.00% Dmg.mod +21% light Melee Ret 2 mind ----- def ----- Resists +15% temporal Pinning- +28% Knockbk- +23% ---------- misc Psi/ret +0.04 Hate/m.crit +1.00 Amulets make your neck look great! |
Inventory
wild infusion of the wizard (res 34%; mental; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Hanykath0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Melee Ret 10 arcane ----- def ----- Resists +9% temporal +6% fire Die.at -60.00 life HP.reg +2.00 Disease- +10% Amulets make your neck look great! |
Malatar the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Mag dps ---------- S.pwr/crit +4 Dmg.mod +9% blight ----- def ----- Fatigue -6% Resists +18% acid +5% arcane Spell.save +9 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +27 Rings make your fingers look great! |
steel dagger of daylight (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 108% 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+ +5 light Against +6% Undead Sharp, short and deadly. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 37.25 to 46.57 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
hardened leather gloves 'Voryriama' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Crit.mult +10.00% Melee+ 13 temporal Ranged+ 10 temporal Dmg.mod +5% temporal Res.pen +15% blight +15% arcane ----- def ----- Armour +2 Resists +7% temporal Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.24 Max.mana +40.00 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. |
prismatic rough leather armour of the deep (3 def, 4 armour) =water=9.0 T1 light armor [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +6% Resists +5% acid +6% cold +10% light +11% darkness ---------- misc Breathe water A suit of armour made of leather. |
Blindstreak (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +10% temporal Melee Ret 2 arcane 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Fatigue +22% Resists +5% arcane +19% fire A suit of armour made of metal plates. |
5 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. |
275 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Smolderrigor (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +3% nature Res.pen +25% lightning +10% fire Melee Ret 4 fire On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Fatigue -6% Resists +9% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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. |
quartz0.0 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. |
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. |
5 citrine0.0 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. |
5 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ecsti the Higher Necromancer level 10
8th Flare 122nd year of Ascendancy at 18:25 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ecsti the Higher Necromancer level 24
47th Haze 122nd year of Ascendancy at 05:40 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ecsti the Higher Necromancer level 10
8th Flare 122nd year of Ascendancy at 18:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ecsti the Higher Necromancer level 20
8th Haze 122nd year of Ascendancy at 15:06 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Ecsti the Higher Necromancer level 6
79th Pyre 122nd year of Ascendancy at 12:40 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ecsti the Higher Necromancer level 9
4th Mirth 122nd year of Ascendancy at 04:46 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ecsti the Higher Necromancer level 10
11st Dusk 122nd year of Ascendancy at 00:06 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ecsti the Higher Necromancer level 23
45th Haze 122nd year of Ascendancy at 10:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ecsti the Higher Necromancer level 16
65th Dusk 122nd year of Ascendancy at 04:34 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Ecsti the Higher Necromancer level 27
1st Wintertide 123rd year of Ascendancy at 01:33 see stats
Log
Spikes of Decrepitude hits Isletta the bone giant for (7 absorbed), 0 cold, (10 absorbed), 0 darkness (0 total damage).
The shield around Isletta the bone giant crumbles.
Ecsti's River of Souls hits Isletta the bone giant for (189 absorbed), 84 darkness (84 total damage).
Isletta the bone giant casts Infernal Breath.
Isletta the bone giant hits Ecsti for 115 fire damage.
Ecsti seems more solid.
Ecsti deactivates River of Souls.
Talent Rune: Prismatic is ready to use.
Talent Crepuscule is ready to use.
Talent Dig is ready to use.
Talent Torture Souls is ready to use.
Burning from Isletta the bone giant hits Ecsti for 4 fire damage.
Burning Shock from Isletta the bone giant hits Ecsti for 18 fire damage.
Isletta the bone giant's demonfire area effect hits Isletta the bone giant for 35 fire damage.
Isletta the bone giant's demonfire area effect hits Ecsti for 27 fire damage.
Isletta the bone giant's demonfire area effect hits Isletta the bone giant for 26 fire damage.
Isletta the bone giant's demonfire area effect hits Ecsti for 20 fire damage.
Spikes of Decrepitude hits Isletta the bone giant for 7 cold, 12 darkness (19 total damage).
Ecsti the level 27 higher necromancer was combusted to death by Isletta the bone giant on level 2 of Ruined halfling complex.
You have 5 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Isletta the bone giant's demonfire area effect killed Ecsti!
Saving game...
Talent Invoke Darkness is ready to use.
Ecsti unleashes a blast of frostdusk as she crosses the veil!
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!








































































































