










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 26 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by elven warrior at level 26 on the 58th Haze 122nd year of Ascendancy at 04:38 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 33 (base 10) |
| Constitution | 26 (base 18) |
| Magic | 88 (base 57) |
| Willpower | 63 (base 41) |
| Cunning | 25 (base 11) |
Resources
| Life | -463/472 |
| Mana | 535/590 |
| Soul | 17/19 |
| Healing Factor | 1.2516586254954 |
| Regeneration | 7.8228664093465 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 7 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 38 |
| Crit Chance | 18% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Physical | +5% |
| Temporal | +13% |
| Blight | +21% |
| Arcane | +34% |
| Cold | +40% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Cold | +25% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 3 |
| Physical Save | 21 |
| Spell Save | 38 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 54%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 43%( 70%) |
| Temporal | + 24%( 70%) |
| Fire | + 38%( 70%) |
| Darkness | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 98 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 159 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 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 978% for 10 turns (227 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 454.26 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 227.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution 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: * You are experienced enough. * 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed warg claw. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | pair of hardened leather boots 'Arconslaught' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex dps ---------- Crit.mult +20.00% ----- def ----- Armour +3 Resists +3% lightning +12% cold Stealth +9 ---------- misc Equi/ret +0.20 Psi/ret +0.04 A pair of boots made of leather. |
| Light source | ethereal brass lantern of clarity1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +10% blight ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. It was corrupted by the digestive sack. |
| On head | hardened leather cap 'Zanidravon' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Mag +1 Wil +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Res.pen +15% blight Phasing +10% ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +14% fire +8% lightning +15% cold ---------- misc Mana/turn +0.12 A cap made of leather. |
| Tool | Aluchik the Tideoblivion [power 46] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +25% cold ----- def ----- Armour +6 Defense +20 (+9 eff.) Resists +6% darkness Max.HP +100.00 Harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to heal for 55. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's steel ring of aether (+10%)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +10% arcane Acc +6 (+2 eff.) ----- def ----- Resists +10% arcane Rings make your fingers look great! |
| On fingers | Zubyrelemira the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: ----- def ----- Armour +8 Resists +12% lightning +9% temporal Spell.save +3 (+2 eff.) Max.HP +59.00 HP.reg +6.00 Heal.mod +12% Confus- +10% Pinning- +20% Rings make your fingers look great! |
| Around waist | noble's rough leather belt of valiance1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +17% Summoned Mind.save +6 (+3 eff.) Max.HP +45.00 A belt that goes around your waist. |
| In main hand | magewarrior's short elven-wood magestaff of wizardry (25-30 power, 5 apr, cold element)5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Mag +2 Wil dps ---------- Phys.crit +5.0% Spell.crit +7% Phys.pwr +10 (+4 eff.) Spell.pwr +23 (+6 eff.) Dmg.mod +25% cold Acc +8 (+3 eff.) ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady rough leather gloves of spellstriking (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 5 arcane Dmg.mod +4% arcane Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +4% arcane Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +24% 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 | Vorowen the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +5 Str +3 Dex +8 Mag +8 Wil dps ---------- Phys.crit +1.0% Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +11% lightning +7% temporal +11% blight +15% cold +20% arcane +5% physical Melee Ret 2 arcane ----- def ----- Resists +11% blight +5% cold +8% lightning +11% all ---------- misc Max.mana +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | murderer's cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 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 | insulating steel amulet of dexterity (+5)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Dex ----- def ----- Resists +11% fire +12% cold Amulets make your neck look great! |
Inventory
gladiator's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
yew magestaff 'Unlightransom' (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +6% darkness +20% cold Res.pen +5% fire ----- def ----- Defense +5 (+2 eff.) Resists +15% acid +9% darkness ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 93.30 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Amyrath1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +2 Wil dps ---------- On Hit (Melee): * 10% chance to reduce armor by 41% ----- def ----- Resists +12% acid +6% light +6% fire +6% cold +3% lightning A belt that goes around your waist. |
Aroma (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +3% temporal +3% darkness +6% blight +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
8 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. |
185 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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 476.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
ash totem of healing 'Ce'Niganne' [power 182] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 4 mind ----- def ----- Crit.chn- 10.00% ---------- misc Max.hate +2.00 Infravis +3 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
9 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. |
12 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. |
7 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. |
10 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
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Bargonoth the Cornac Necromancer level 20
69th Dusk 122nd year of Ascendancy at 05:45 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Bargonoth the Cornac Necromancer level 10
5th Mirth 122nd year of Ascendancy at 23:39 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Bargonoth the Cornac Necromancer level 20
68th Dusk 122nd year of Ascendancy at 13:14 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Bargonoth the Cornac Necromancer level 20
68th Dusk 122nd year of Ascendancy at 14:10 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Bargonoth the Cornac Necromancer level 3
76th Pyre 122nd year of Ascendancy at 16:14 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Bargonoth the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 14:37 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bargonoth the Cornac Necromancer level 21
79th Dusk 122nd year of Ascendancy at 20:58 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Bargonoth the Cornac Necromancer level 7
79th Pyre 122nd year of Ascendancy at 22:14 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bargonoth the Cornac Necromancer level 16
16th Dusk 122nd year of Ascendancy at 20:21 see stats
Log
Elven mage casts Earthen Missiles.
Elven mage's spell attains critical power!
Elven mage is surging arcane power.
Armoured skeleton warrior killed Mean looking elven guard!
Melee retaliation hits Mean looking elven guard for 2 arcane damage.
Mean looking elven guard hits Bargonoth for 87 physical, 7 blight (94 total damage).
Weakness Disease from Xata the elven cultist hits Armoured skeleton warrior for 23 blight damage.
Elven cultist casts Timeless.
Bargonoth starts to bleed.
Weakness Disease from Xata the elven cultist killed Armoured skeleton warrior!
Elven mage's Earthen Missiles hits Bargonoth for 107 physical, 18 physical (125 total damage).
Elven mage's Earthen Missiles hits Bargonoth for 62 physical, 10 physical (72 total damage).
Elven mage's Earthen Missiles hits Bargonoth for 60 physical, 10 physical (70 total damage).
Bleeding from Elven mage hits Bargonoth for 39 physical damage.
Acid Splash from Mean looking elven guard hits Bargonoth for 2 acid damage.
Spikes of Decrepitude hits Elven blood mage for 39 cold, 28 darkness (67 total damage).
Spikes of Decrepitude hits Mean looking elven guard for 44 cold, 32 darkness (76 total damage).
Spikes of Decrepitude hits Elven tempest for 44 cold, 32 darkness (76 total damage).
Spikes of Decrepitude hits Mean looking elven guard for 44 cold, 32 darkness (76 total damage).
Spikes of Decrepitude hits Elven cultist for (36 absorbed), 4 cold, (19 absorbed), 2 darkness (6 total damage).
Elven tempest casts Lightning.
Elven blood mage casts Drain.
Elven tempest hits Bargonoth for 118 lightning damage.
Elven tempest hits Elven warrior for 206 lightning damage.
Elven blood mage hits Bargonoth for 114 blight damage.
Something hits Iceblock for 65 physical, 202 physical, 44 darkness (310 total damage).
Elven mage casts Timeless.
Elven warrior hits Bargonoth for 74 physical, 5 acid, 10 fire (89 total damage).
Melee retaliation hits Elven warrior for 3 arcane damage.
Bargonoth the level 26 cornac necromancer was blazed to death by an elven warrior on level 3 of Dark crypt.






























































































