











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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 Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: 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 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Xanatira the gloomy treant at level 13 on the 15th Dusk 122nd year of Ascendancy at 05:49 0 / 7Killed by Araldatira the bloated horror at level 20 on the 44th Dusk 122nd year of Ascendancy at 23:35 Killed by Gunsnake at level 20 on the 45th Dusk 122nd year of Ascendancy at 11:23 Killed by Ce'Netta the orc master assassin at level 21 on the 67th Dusk 122nd year of Ascendancy at 09:10 Killed by Glorebeth the copperhead snake at level 24 on the 75th Dusk 122nd year of Ascendancy at 17:15 Killed by Xanonn the dire wolf at level 27 on the 13rd Haze 122nd year of Ascendancy at 14:22 Killed by Urkis, the High Tempest at level 27 on the 20th Haze 122nd year of Ascendancy at 07:11 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 29 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 97 (base 58) |
| Willpower | 29 (base 13) |
| Cunning | 61 (base 49) |
Resources
| Life | -548/453 |
| Mana | 236/377 |
| Soul | 11/14 |
| Healing Factor | 1.1391526171258 |
| Regeneration | 0.28478815428144 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 3 |
| Infravision | 6 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 25 |
| Crit Chance | 18% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Nature | +12% |
| Arcane | +15% |
| Mind | +26% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +40% |
| Darkness | +45% |
| Mind | +33% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 48 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 54%( 70%) |
| Cold | + 39%( 70%) |
| All | + 33%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 35%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Silence Resistance | 35% |
| Teleport Resistance | 20% |
| Blind Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 417 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 81 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (251 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 585 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 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 |
| 1/5 |
| 2/5 |
| 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 |
| 3/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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 failed to protect the injured seer from death by Islyth the giant green ant. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Yvyribeth the black crystal. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Possessed. | 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. * 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 |
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: * You've found the needed honey tree root. * '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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed warg claw. * You've found the needed chunk of ghoul flesh. 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 ice ant stinger. * You've found the needed xorn fragment. * You've found the needed red crystal shard. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Mayagawen the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Mag +2 Con offense ------ Ignore Armor +2 defense ------ Armor +1 Fatigue -4% Physical save +5 (+3 eff.) Unlife -60.00 life other ------- Encumbrance +22 Max stamina +20.00 A pair of boots made of leather. |
| Light source | Arthydan the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Wil +5 Mag defense ------ Crit Resistance 15.00% Life +44.00 other ------- Light +3 See Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Vorathra' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Str +3 Mag +5 Wil +3 Cun offense ------ Damage +12% mind defense ------ Armor +3 Fatigue +3% Resistance +8% nature Spell save +4 (+1 eff.) Life +75.00 Healmod +12% other ------- Infravision +3 A cap made of leather. |
| Tool | iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance 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 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | pixie's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag offense ------ Spellpower +6 (+1 eff.) Rings make your fingers look great! |
| On fingers | Samaroddarab0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Mag +4 Cun defense ------ Defense +8 (+2 eff.) Resistance +6% light +15% acid Crit Resistance 10.00% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 | ash bonestaff 'Ereledeleg' (15-18 power, 3 apr, darkness element)3.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Critical power +7.00% Spellpower +26 (+6 eff.) Damage +6% arcane +15% darkness Ignore resists +15% arcane defense ------ Spell save +9 (+3 eff.) other ------- Mana/turn +0.16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Nusin the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +1 Dex +7 Mag +4 Wil +1 Cun offense ------ Spellpower +6 (+1 eff.) On-Hit 4 arcane Damage +9% arcane Accuracy +7 (+3 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 defense ------ Armor +2 Fatigue +3% Resistance +3% blight +5% darkness +6% arcane other ------- Infravision +1 Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +11.0% Attack Speed 83% On-hit +11 darkness +10 arcane On-crit, radius 2 +7 arcane On Hit: 10% Manathrust 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Tarretorak the cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +4 Wil offense ------ Mind Crit +3% Spellpower +8 (+2 eff.) Mindpower +5 (+3 eff.) Spellpower/crit +4 Damage +12% nature +14% mind Ignore resists +8% mind defense ------ Resistance +5% arcane +18% nature +3% light +11% all Disease Resist +20% Silence Resist +35% Teleport Resist +20% other ------- Psi/turn +0.48 Max psi +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Velith the Duskqueen (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +20% darkness defense ------ Defense +7 (+2 eff.) Resistance +3% blight +3% temporal +3% light +9% cold Physical 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. |
| Around neck | Betoleyatira the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +13 Dex offense ------ Ignore Armor +4 defense ------ Physical save +6 (+3 eff.) Unlife -40.00 life Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 164; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Emeleminor the Cloudidol0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +12% lightning Ignore resists +5% mind +15% fire defense ------ Resistance +3% lightning other ------- Masteries +0.12 Spell/Eradication Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xynne the Tempestobsidian0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Cun offense ------ On-Hit 6 light 6 darkness Damage +6% light +5% darkness When Hit: * 6% chance to reduce damage dealt by 19% * 6% chance to blind defense ------ Resistance +3% lightning Mind save +3 (+2 eff.) other ------- EQ when Hit +0.16 Hate-on-crit +1.00 Amulets make your neck look great! |
starlit copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +13% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
Emoma0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% blight defense ------ Resistance +9% acid +3% mind Spell save +6 (+2 eff.) Blind Resist +20% Knockbk Resist +10% Rings make your fingers look great! |
copper ring of arcana (+0.13/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +23% other ------- Mana/turn +0.13 Rings make your fingers look great! |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) Rings make your fingers look great! |
savior's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Physical save +7 (+4 eff.) Spell save +6 (+2 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
wizard's steel ring of nature (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ Damage +11% nature defense ------ Resistance +22% nature Spell save +6 (+2 eff.) Rings make your fingers look great! |
elm starstaff 'Deepsserpent' (10-12 power, 2 apr, temporal element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Mind Crit +3% Critical power +10.00% Spellpower +3 (+0 eff.) Mindpower +5 (+3 eff.) Damage +10% temporal Ignore resists +10% darkness defense ------ Armor +4 Hardiness +3% Physical save +3 (+2 eff.) other ------- Max hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew bonestaff of power (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +25 (+6 eff.) Damage +20% blight +20% cold +20% darkness +20% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent short yew bonestaff (23-28 power, 4 apr, darkness element)3.0 Encumbrance T3 staff 1H weapon [Ego] Arcane Weapon Damage 23.0 - 27.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +12 (+3 eff.) Damage +23% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice This deep blue robe flows and ripples as if pushed by an invisible tide. |
verdant woollen robe of lightning (+24%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +9% nature +16% lightning defense ------ Resistance +24% lightning +9% all Poison Resist +25% Disease Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glywen the hardened leather armour (14 def, 13 armour)9.0 Encumbrance T3 light armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +3 Dex offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% Damage +9% blight When Hit 4 temporal defense ------ Armor +13 Defense +14 (+4 eff.) Fatigue +8% Resistance +6% blight +3% temporal +7% arcane Spell save +18 (+6 eff.) A suit of armour made of leather. |
blurring rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Defense +9 (+3 eff.) Stealth +5 A belt that goes around your waist. |
noble's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Mayodhewe the Rainstun (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Con offense ------ Physical Crit +1.0% When Hit 4 cold defense ------ Defense +1 (+0 eff.) other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Anerand' (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +7 (+2 eff.) Resistance +3% darkness +3% fire +6% mind +3% nature Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aromas (0 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% defense ------ Armor +5 Resistance +6% mind Unlife -60.00 life other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
brawler's hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +3 Cun defense ------ Armor +2 Physical save +6 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hukalthodig the cashmere wizard hat (22 def, 6 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Wil offense ------ Accuracy +25 (+12 eff.) defense ------ Armor +6 Defense +22 (+7 eff.) Crit Resistance 10.00% Physical save +7 (+4 eff.) other ------- Max stamina +30.00 See Invis +3 A pointy cloth hat, very wizardly... |
Kindlevortex (11 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Str offense ------ Spell Crit +3% Spellpower +3 (+0 eff.) Ignore resists +5% fire defense ------ Armor +2 Defense +11 (+3 eff.) other ------- Mana/turn +0.11 A pointy cloth hat, very wizardly... |
Vorilaith the Hellskin (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning Ignore resists +10% fire defense ------ Defense +1 (+0 eff.) Resistance +22% lightning +5% arcane +9% blight Spell save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Glarestrike (0 def, 9 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+5 eff.) defense ------ Armor +9 Fatigue +5% Resistance +3% light +7% cold Unlife -80.00 life other ------- Stamina/turn +2.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 Encumbrance 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. |
14 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
11 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
330 alchemist agate0.0 Encumbrance 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
elm totem of stinging [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By No Summon Necro the Higher Necromancer level 11
4th Dusk 122nd year of Ascendancy at 01:51 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By No Summon Necro the Higher Necromancer level 23
71st Dusk 122nd year of Ascendancy at 15:11 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By No Summon Necro the Higher Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 16:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By No Summon Necro the Higher Necromancer level 20
43rd Dusk 122nd year of Ascendancy at 02:14 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By No Summon Necro the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 08:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By No Summon Necro the Higher Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 08:42 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By No Summon Necro the Higher Necromancer level 10
4th Mirth 122nd year of Ascendancy at 20:47 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By No Summon Necro the Higher Necromancer level 23
74th Dusk 122nd year of Ascendancy at 09:22 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By No Summon Necro the Higher Necromancer level 16
29th Dusk 122nd year of Ascendancy at 22:22 see stats
Log
No Summon Necro's desolate waste area effect hits Emorille the greater gwelgoroth for 18 cold damage.
No Summon Necro's desolate waste area effect hits Emorille the greater gwelgoroth for 18 cold damage.
No Summon Necro's desolate waste area effect hits Emorille the greater gwelgoroth for 18 cold damage.
No Summon Necro is dazed!
Keyboard input temporarily disabled.
Mouse input temporarily disabled.
Mouse input temporarily disabled.
No Summon Necro fails to use Consume Soul.
Emorille the greater gwelgoroth uses Ice Claw.
No Summon Necro is not dazed anymore.
Emorille the greater gwelgoroth casts Lightning.
No Summon Necro's aura of power vanishes.
No Summon Necro is less vulnerable.
Hurricane from Urkis, the High Tempest hits No Summon Necro for 117 lightning damage.
Hurricane from Urkis, the High Tempest hits Emorille the greater gwelgoroth for 108 lightning damage.
Crippling Poison from Emorille the greater gwelgoroth hits No Summon Necro for 25 nature damage.
Emorille the greater gwelgoroth hits No Summon Necro for 109 cold, 8 physical, 7 fire, 3 lightning, 52 lightning (179 total damage).
Urkis, the High Tempest casts Rune: Shielding.
A shield forms around Urkis, the High Tempest.
LIFE LOST WARNING!
No Summon Necro's desolate waste area effect hits Emorille the greater gwelgoroth for 15 cold damage.
No Summon Necro's desolate waste area effect hits Emorille the greater gwelgoroth for 15 cold damage.
No Summon Necro's desolate waste area effect killed Emorille the greater gwelgoroth!
No Summon Necro fails to use Consume Soul.
Urkis, the High Tempest casts Disperse Magic.
Talent Night Sphere is ready to use.
Hurricane from Urkis, the High Tempest hits No Summon Necro for 93 lightning damage.
Crippling Poison from Emorille the greater gwelgoroth hits No Summon Necro for 30 nature damage.
No Summon Necro the level 27 higher necromancer was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.













































































































