Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 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:
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. 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. 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.
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 | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Necromancer |
Level / Exp | 26 / 52% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 21 (base 10) |
Constitution | 62 (base 46) |
Magic | 95 (base 57) |
Willpower | 34 (base 13) |
Cunning | 30 (base 11) |
Resources
Life | 386/386 |
Mana | 340/340 |
Soul | 0/9 |
Healing Factor | 1.3398029716162 |
Regeneration | 0.33495074290405 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 36 |
Accuracy | 35 |
Crit Chance | 10% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 26% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +24% |
Arcane | +10% |
Mind | +15% |
All | 0% |
Lightning | +31% |
Light | +18% |
Temporal | +12% |
Physical | +9% |
Fire | +6% |
Nature | +21% |
Offense: Damage Penetration
Physical | +25% |
Arcane | +10% |
Darkness | +10% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 29 (60%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 1 |
Physical Save | 31 |
Spell Save | 37 |
Mental Save | 21 |
Defense: Resistances
Lightning | + 33%( 70%) |
Physical | + 13%( 70%) |
Nature | + 47%( 70%) |
Mind | + 14%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 31%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 38% |
Bleed Resistance | 30% |
Instadeath Resistance | 100% |
Disarm Resistance | 28% |
Poison Resistance | 20% |
Knockback Resistance | 25% |
Inscriptions (3/3)
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 200 damage for 3 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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: 17 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: 2 physical, 5 darkness, 3 cold, 4 arcane, 4 light |
Class Talents
Spell / Glacial waste | 1.30 |
| 4/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Spikes of Decrepitude |
talent | Aura of Undeath |
talent | Corruption of the Doomed |
talent | Suffer For Me |
talent | Hiemal Shield |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Escort the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara) | active |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (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 Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)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 Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 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: * 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 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 |
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 AlchemistsUngrol 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 chunk of ghoul flesh. * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within5 lumberjacks have died. | done |
Equipment
On feet | Smolderbraid (25 def, 3 armour) Smolderbraid (25 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Damage +6% fire When Hit 2 arcane defense ------ Armor +3 Defense +25 (+8 eff.) Resistance +5% arcane +2% physical Unlife -80.00 life Cut Resist +10% other ------- Spell cooldown 10% A pair of boots made of leather. |
Light source | Wintertide Phial Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Neragassra (0 def, 1 armour) Neragassra (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Mag +2 Con defense ------ Armor +1 Fatigue +1% Life +60.00 Cut Resist +20% A cap made of leather. |
Tool | iron pickaxe 'Bethegawe' (dig speed 38 turns) iron pickaxe 'Bethegawe' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag +2 Wil +3 Con offense ------ Damage +6% nature Ignore resists +25% physical +10% temporal defense ------ Resistance +11% nature Crit Resistance 5.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ivimith the steel ring Ivimith the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +1 Mag +4 Cun +5 Con offense ------ Physical Power +5 (+3 eff.) Damage +11% lightning +9% blight Ignore resists +10% arcane Accuracy +7 (+4 eff.) defense ------ Resistance +22% lightning other ------- Vim-on-crit +2.00 Rings make your fingers look great! |
On fingers | Lisinne Lisinne0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Cun +5 Dex offense ------ On-Hit 12 physical On-Ranged-Hit 5 physical Damage +9% physical Accuracy +28 (+11 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 22 defense ------ Resistance +3% lightning Life +28.00 Disarm Resist +28% Pinning Resist +38% Knockbk Resist +25% other ------- Hate-on-crit +1.00 Max hate +5.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | hardened leather belt 'Coalbone' hardened leather belt 'Coalbone'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil offense ------ Damage +18% light Ignore resists +10% darkness Against +19% Summoned When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Resistance +3% mind Resist Against +27% Summoned other ------- Light +3 A belt that goes around your waist. |
In main hand | Duathelravage (20-24 power, 4 apr, lightning element) Duathelravage (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +18.00% Spellpower +30 (+8 eff.) On-Hit 19 fire Damage +20% lightning +12% temporal +6% arcane +12% blight When Hit 2 darkness other ------- See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour) spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +10 (+3 eff.) On-Hit 4 arcane Damage +4% arcane defense ------ Armor +2 Resistance +3% arcane other ------- Mana/turn +0.21 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 | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | Hathigen (19 def, 8 armour) Hathigen (19 def, 8 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +6% Damage +3% blight defense ------ Armor +8 Defense +19 (+6 eff.) Resistance +22% cold Physical save +7 (+4 eff.) Poison Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet of magic (+3) copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Inventory
clarifying copper amulet of healing clarifying copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Healmod +11% Cut Resist +40% Confus Resist +21% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
rogue's copper ring of darkness (+22%) rogue's copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +11% darkness defense ------ Defense +6 (+2 eff.) Resistance +22% darkness Rings make your fingers look great! |
Cloudbreaker the elm magestaff (10-12 power, 2 apr, fire element) Cloudbreaker the elm magestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Physical Crit +1.0% Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +6% lightning +10% fire defense ------ Crit Resistance 15.00% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Thunderstrider' (15-18 power, 3 apr, temporal element) ash starstaff 'Thunderstrider' (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +12.00% Spellpower +6 (+2 eff.) Damage +3% lightning +15% temporal Ignore resists +5% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +11 (+4 eff.) Resistance +5% arcane other ------- Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 13 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 141.78 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. |
elm bonestaff (10-12 power, 2 apr, darkness element) elm bonestaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff of might (12-14 power, 2 apr, arcane element) potent elm magestaff of might (12-14 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +5 (+2 eff.) Damage +12% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Yariromildir Yariromildir1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +7 (+4 eff.) defense ------ Defense +5 (+2 eff.) Spell save +6 (+3 eff.) Unlife -40.00 life other ------- Stamina/turn +3.00 Size +1 A belt that goes around your waist. |
Halohell the linen cloak (1 def, 0 armour) Halohell the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil +4 Cun +1 Con defense ------ Defense +1 (+0 eff.) Mind save +5 (+2 eff.) Life +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shinegash (21 def, 0 armour) Shinegash (21 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +2 Con offense ------ Physical Crit +2.0% When Hit 2 light defense ------ Defense +21 (+7 eff.) Physical save +3 (+2 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tideterror (1 def, 0 armour) Tideterror (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +2 Cun offense ------ Damage +6% cold defense ------ Defense +1 (+0 eff.) Resistance +12% cold other ------- See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of nature (+16%) (0 def, 0 armour) mindwoven linen robe of nature (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +11% nature defense ------ Resistance +16% nature +7% all Mind save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe of nature (+15%) (0 def, 0 armour) timebroken woollen robe of nature (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Nature While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +8% temporal +10% arcane +10% nature defense ------ Resistance +15% nature +9% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Kilnwell' (0 def, 1 armour) pair of rough leather boots 'Kilnwell' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) Ignore resists +10% fire When Hit 6 mind 2 fire defense ------ Armor +1 Resistance +3% mind A pair of boots made of leather. |
heroic hardened leather gloves of spellstriking (0 def, 5 armour) heroic hardened leather gloves of spellstriking (0 def, 5 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +5 Wil offense ------ Spellpower +4 (+1 eff.) On-Hit 6 arcane Damage +6% arcane defense ------ Armor +5 Resistance +5% arcane Mind save +7 (+3 eff.) Life +51.00 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. |
rough leather gloves 'Ivessra' (0 def, 3 armour) rough leather gloves 'Ivessra' (0 def, 3 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Cun +3 Mag offense ------ On-Hit 5 cold Damage +4% cold defense ------ Armor +3 Resistance +6% cold Spell save +6 (+3 eff.) Mind save +3 (+1 eff.) 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. |
Eclipsebone the linen wizard hat (1 def, 0 armour) Eclipsebone the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Defense +1 (+0 eff.) Resistance +1% physical +16% fire Unlife -20.00 life Teleport Resist +10% A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
9 agate 9 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. |
254 alchemist agate 254 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. |
3 onyx 3 onyx0.0 Encumbrance 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. |
aquamarine 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. |
opal 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. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
Murktouch the iron pickaxe (dig speed 29 turns) Murktouch the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +1 Con offense ------ Damage +6% mind Accuracy +4 (+2 eff.) When Hit 6 nature On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 31 turns) sapper's iron pickaxe (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel 9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance 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. |
Brighthash Brighthash2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +12% light When Hit 2 cold defense ------ Resistance +3% lightning +3% light Life +40.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Crystal Focus 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 360/400 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 Chest 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. |
amethyst 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. |
4 quartz 4 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. |
5 ametrine 5 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. |
5 citrine 5 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. |
4 zircon 4 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. |
Achievements
By Neggrogen the Doomelf Necromancer level 17
33rd Dusk 122nd year of Ascendancy at 07:24 see stats
By Neggrogen the Doomelf Necromancer level 22
77th Dusk 122nd year of Ascendancy at 16:16 see stats
By Neggrogen the Doomelf Necromancer level 6
77th Pyre 122nd year of Ascendancy at 17:15 see stats
By Neggrogen the Doomelf Necromancer level 10
6th Mirth 122nd year of Ascendancy at 02:40 see stats
By Neggrogen the Doomelf Necromancer level 20
64th Dusk 122nd year of Ascendancy at 03:12 see stats
By Neggrogen the Doomelf Necromancer level 25
3rd Haze 122nd year of Ascendancy at 22:17 see stats
By Neggrogen the Doomelf Necromancer level 25
3rd Haze 122nd year of Ascendancy at 11:47 see stats
By Neggrogen the Doomelf Necromancer level 13
1st Summertide 122nd year of Ascendancy at 01:28 see stats
By Neggrogen the Doomelf Necromancer level 12
8th Mirth 122nd year of Ascendancy at 12:23 see stats
By Neggrogen the Doomelf Necromancer level 15
13rd Dusk 122nd year of Ascendancy at 06:14 see stats
By Neggrogen the Doomelf Necromancer level 22
72nd Dusk 122nd year of Ascendancy at 14:57 see stats
By Neggrogen the Doomelf Necromancer level 15
7th Flare 122nd year of Ascendancy at 19:21 see stats
Log
Today is the 26th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 27th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 28th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Ran for 6 turns (stop reason: hostile spotted to the southeast (ziguranth patrol)).
Today is the 29th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 30th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Ran for 3 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
Today is the 31st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 32nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 33rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
Today is the 34th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 35th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Saving game...
There is a Passageway into the Daikara here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)