









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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:
 Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Necromancy+ 1.7.2Features:  Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences.  Categories: Karma Life Giver Ghosts Dawn Justice 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 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: Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Higher | 
| Class | Necromancer | 
| Level / Exp | 43 / 86% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 65 (base 60) | 
| Dexterity | 46.215618713662 (base 60) | 
| Constitution | 64 (base 60) | 
| Magic | 74 (base 60) | 
| Willpower | 61 (base 60) | 
| Cunning | 60 (base 60) | 
Resources
| Life | 596/605 | 
| Mana | 369/369 | 
| Stamina | 334/334 | 
| Soul | 14/14 | 
| Healing Factor | 1.4493965053825 | 
| Regeneration | 0.36234912634562 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +60% | 
| Spell | 0% | 
| Global | +115% | 
Vision
| Sight | 15 | 
| Lite | 5 | 
| Infravision | 13 | 
| See Stealth | 78.261215852598 | 
| See Invisible | 78.261215852598 | 
| ESP Range | 15 | 
| ESP Kinds | undead, demon/major | 
Offense: Mainhand
| Damage | 96 | 
| Accuracy | 30 | 
| Crit Chance | 26% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 84 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 72 | 
| Crit Chance | 16% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +14% | 
| Blight | +15% | 
| Physical | +27% | 
| Cold | +43% | 
| All | 0% | 
| Darkness | +40% | 
| Light | +10% | 
| Temporal | +15% | 
| Fire | +10% | 
Offense: Damage Penetration
| Darkness | +79% | 
| Temporal | +50% | 
| Physical | +36% | 
| Cold | +79% | 
| All | +25% | 
Defense: Base
| Armour (hardiness) | 53 (30%) | 
| Defense | 65 | 
| Ranged Defense | 65 | 
| Fatigue | 0 | 
| Physical Save | 75 | 
| Spell Save | 86 | 
| Mental Save | 74 | 
Defense: Resistances
| Acid | + 41%( 70%) | 
| Arcane | + 48%( 70%) | 
| Cold | + 46%( 70%) | 
| All | + 28%( 70%) | 
| Lightning | + 34%( 70%) | 
| Light | + 59%( 70%) | 
| Temporal | + 44%( 70%) | 
| Physical | + 45%( 70%) | 
| Fire | + 44%( 70%) | 
| Darkness | + 70%( 70%) | 
Defense: Immunities
| Pinning Resistance | 100% | 
| Confusion Resistance | 58% | 
| Teleport Resistance | 58% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 54% | 
Inscriptions (3/5)
| Infusions | Effective talent level: 2.5Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Infusions | Effective talent level: 2.5Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Runes | Effective talent level: 2.5Rune: Manasurge Use 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 (455 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
Class Talents
| Spell / Glacial waste | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Master of flesh | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Dreadmaster | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Death | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Grave | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Eradication | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Master of bones | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Charnel | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Age of dusk | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Animus | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Master necromancer | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Rime wraith | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Nightfall | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Generic Talents
| Spell / Necrosis | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Race / Higher | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Spectre | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Conditioning | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cunning / Survival | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Through The Crowd | 
| talent | Meat Shield | 
| talent | Utterly Destroyed | 
| talent | Golden Age of Necromancy | 
| talent | Grim Shadow | 
| talent | Suffer For Me | 
| talent | Aura of Undeath | 
| talent | Daunting Presence | 
| talent | Spikes of Decrepitude | 
| talent | Erupting Shadows | 
| talent | Vampiric Gift | 
| talent | Eternal Night | 
| talent | Reaping | 
| talent | Discarded Refuse | 
| talent | Hiemal Shield | 
| detrimental effect | The target is infected by a disease, reducing its dexterity by 18 and doing 63.28 blight damage per turn.Decrepitude Disease | 
| beneficial effect | Detects creatures of type demon/major in radius 15.Overseer of Nations | 
| beneficial effect | Movement speed increased by 50%.Death Rush | 
| beneficial effect | The target's armour is increased by 3, and all damage resistance is increased by 2%.Meat Shielded | 
| beneficial effect | Cold damage increased by 20%.Born into Magic | 
| beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%.Through The Crowd | 
Quests
| The affairs of this mortal world are trifling compared to your true goal: To conquer death.From Death, Life Your 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 treasure It 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 darkness The 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed | 
Equipment
| Around waist |  grounding hardened leather belt of the giants 1.0 T3 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Resists +8% lightning +7% temporal Spell.save +8 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
| On feet |  Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 5.4 Pwr.cost 12 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. | 
| Around neck |  Salodatha the gold amulet 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% blight Res.pen +15% temporal Melee Ret 10 mind 6 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +15% temporal Amulets make your neck look great! | 
| Main armor |  ancient elven-silk robe of alchemy (0 def, 0 armour) 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag dps ---------- Dmg.mod +14% acid +15% temporal +10% fire +8% cold +27% physical Res.pen +10% temporal +11% physical ----- def ----- Resists +18% acid +18% physical +12% fire +15% cold +15% all Anom.red +11 ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| On head |  prismatic hardened leather cap of might (0 def, 3 armour) 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +13% light +13% darkness A cap made of leather. | 
| Light source |  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(118 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| Cloak |  Fearfire Mantle (14 def, 0 armour) 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. | 
| In main hand |  magelord's elven-wood vilestaff of channeling (25-30 power, 5 apr, darkness element) 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Spell.pwr +31 (+6 eff.) Melee+ 15 arcane Dmg.mod +25% darkness ---------- misc Mana/turn +0.35 Max.mana +35.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 17 cooldown Staves designed for wielders of magic, by the greats of the art. | 
Inventory
|  regeneration infusion (heal 452; 16 cd) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 452 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  Kor's Fall (10-12 power, 0 apr, fire element) 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 324.85 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (650). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. | 
|  elm magestaff (10-12 power, 2 apr, fire element) 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Penitence (15-18 power, 4 apr, nature element) 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+3 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 6 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. | 
|  Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 200% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 4.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. | 
|  short yew magestaff of wizardry (20-24 power, 4 apr, lightning element) 5.0 T3 staff 1H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+3 eff.) Dmg.mod +20% lightning ---------- misc Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  elven-wood vilestaff of breaching (25-30 power, 5 apr, fire element) 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire Res.pen +12% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Duriregohek the thorny mindstar (10-10 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.5 - 10.5 Nature Uses 90% Wil, 50% Mag, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +12 mind While equipped: Stats +6 Cun dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +14% darkness Res.pen +14% darkness ----- def ----- Armour +8 Resists +15% acid +12% temporal +14% darkness +9% nature Blind- +19% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Writhing Essence of Nightmares (15-16 power, 20 apr, darkness damage) 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Darkness Uses 90% Wil, 50% Mag, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +2.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+4 eff.) Dmg.mod +10% mind +10% darkness ---------- misc Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Level 3.5 Pwr.cost 23 out of 40/40. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 50.39 darkness damage each turn for 7 turns, and has a 37% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. | 
|  stralite shield 'Durelar' (0 def, 8 armour, 173 block) 7.0 T4 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 23 cold Dmg.mod +18% physical Res.pen +10% mind Melee Ret 17 ice On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Armour +8 Fatigue +8% Resists +15% mind ---------- misc Stam/turn +3.00 Talents +1 Block Handheld deflection devices. | 
|  linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  linen robe of frost (+15%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +7% all +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Shivermire the silk robe (0 def, 0 armour) 2.0 T4 cloth armor [Rare] Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +25% nature +27% darkness Res.pen +25% fire +25% darkness +25% cold Melee Ret 4 cold ----- def ----- Resists +12% cold +15% fire +13% all Poison- +44% Disease- +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  tormentor's silk robe of fire (+25%) (0 def, 0 armour) 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +14.00% Dmg.mod +17% fire ----- def ----- Resists +13% all +25% fire ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  enveloping cashmere cloak of fog (16 def, 0 armour) 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +16 (+4 eff.) Resists +18% light +18% fire Phys.save +8 (+2 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  blood-soaked pair of hardened leather boots of force (0 def, 3 armour) 2.0 T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +10 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+2 eff.) Apr +6 ----- def ----- Armour +3 A pair of boots made of leather. | 
|  Ruthless Grip (0 def, 5 armour) 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 50% Mag, 40% Cun, 80% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 4.5 Pwr.cost 12 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 31.00 mind and 43.52 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 33% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 33. Terrified: Deals 7.50 mind and 10.53 darkness damage per turn and increases cooldowns by 51%. Haunted: Causes the target to suffer 12.05 mind and 16.92 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. | 
|  3 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  spinel 0.0 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. | 
|  2 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  3 turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 ruby 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  78 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.0 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. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (3/3) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. | 
|  Wand of Death 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Res.pen +10% blight +10% cold +10% darkness ---------- misc Max.souls +3.00 Masteries +0.20 Spell/Animus Fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic). Uses 12 power out of 30/30 You can only see it because it is darker than its surroundings. It feels as cold as a grave. | 
Achievements
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Lichtok the Higher Necromancer level 10
76th Pyre 122nd year of Ascendancy at 10:51 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Lichtok the Higher Necromancer level 20
78th Pyre 122nd year of Ascendancy at 10:58 see stats
 Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Lichtok the Higher Necromancer level 30
1st Mirth 122nd year of Ascendancy at 21:21 see stats
 Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Lichtok the Higher Necromancer level 40
3rd Mirth 122nd year of Ascendancy at 08:39 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Lichtok the Higher Necromancer level 34
2nd Mirth 122nd year of Ascendancy at 17:03 see stats
 That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Lichtok the Higher Necromancer level 32
2nd Mirth 122nd year of Ascendancy at 06:40 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Lichtok the Higher Necromancer level 33
2nd Mirth 122nd year of Ascendancy at 11:35 see stats
Log
Ghoulking uses Gnaw.
Ghoulking misses Elven cultist.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Lichtok leeches life from Elven cultist!
Dreadmaster receives 67 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 67 healing from Ghoul's purging blight area effect.
Lord of Skulls (bone giant) receives 69 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 67 healing from Ghoul's purging blight area effect.
Lichtok receives 48 healing from Elven cultist.
Decrepitude Disease from Elven cultist hits Lichtok for (10 absorbed), (2 to minion: skeleton master archer), 3 blight (3 total damage).
Lichtok's desolate waste area effect hits Elven cultist for 73 cold damage.
Elven cultist's Soul Rot hits Ghoulking for (79 to bones), 0 blight (0 total damage).
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Skeleton master archer uses Bone Armour.
A shield forms around skeleton master archer.
Ghoul is free from the acid.
Ghoul speeds down outside of the retch.
Bone Spike hits Elven cultist for 54 physical damage.
Bone Spike killed Elven cultist!
Geldalaith the elven warrior uses Transcendent Pyrokinesis.
Lord of Skulls (bone giant) receives 69 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 67 healing from Ghoul's purging blight area effect.
Dreadmaster receives 67 healing from Ghoul's purging blight area effect.
Weakness Disease from Elven cultist hits Skeleton master archer for (43 absorbed), 0 blight (0 total damage).
Decrepitude Disease from Elven cultist hits Lichtok for (27 absorbed), (5 to minion: armoured skeleton warrior), 8 blight (8 total damage).






























































































