










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.4Donators/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.
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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Items Vault 1.7.6Donators/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:
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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 16 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Waketo the halfling at level 16 on the 11st Dusk 122nd year of Ascendancy at 22:24 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 54 (base 43) |
| Willpower | 30 (base 25) |
| Cunning | 22 (base 19) |
Resources
| Life | -300/280 |
| Mana | 162/305 |
| Soul | 7/12 |
| Healing Factor | 1.1560311219418 |
| Regeneration | 2.3698637999806 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 14 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 32 |
| Mental Save | 18 |
Defense: Resistances
| Lightning | + 25%( 70%) |
| Darkness | + 25%( 70%) |
| Temporal | + 25%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 25%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 20% |
| Disarm Resistance | 24% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 491% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 87 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 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 |
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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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 |
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 |
Equipment
| On feet | pair of rough leather boots 'Faleblek' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Mind Crit +2% defense ------ Armor +3 Resistance +6% lightning +6% temporal +3% darkness Cut Resist +20% Silence Resist +20% other ------- Light +2 A pair of boots made of leather. |
| Light source | brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 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. |
| On head | Silimira the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Mag +2 Cun +3 Con offense ------ Physical Power +4 (+2 eff.) On-Hit (Melee): * 20% chance to slow global speed by 42% defense ------ Armor +1 Fatigue +1% other ------- See Invisibility +6 A cap made of leather. |
| Tool | Samogalin the elm wand of shielding [power 116] (2/20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +4 Str +2 Wil defense ------ Unlife -20.00 life Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Fulildir0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +1 Str +2 Con defense ------ Fatigue -4% Resistance +2% physical +6% fire Spell save +10 (+5 eff.) Life +21.00 Disarm Resist +24% Pinning Resist +20% Knockbk Resist +22% other ------- Encumbrance +20 Max stamina +13.00 Rings make your fingers look great! |
| On fingers | copper ring 'Dairukath'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Ignore resists +5% mind Accuracy +6 (+5 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% blight other ------- See Invisibility +3 Rings make your fingers look great! |
| Around waist | Eluleba1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Mag offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Crit Resistance 15.00% Life +32.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
| In main hand | ash bonestaff of might (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +9% Spellpower +6 (+2 eff.) Damage +15% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Main armor | linen robe of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +7% all Life +42.00 Life Regen +1.80 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Darkpain (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% darkness Ignore resists +25% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Defense +1 (+1 eff.) Resistance +3% darkness Spell save +6 (+3 eff.) Life +30.00 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)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 454%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 253; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 19%; mental; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper amulet of mastery (0.10 Spell / Grave)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.10 Spell/Grave Amulets make your neck look great! |
copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
elm bonestaff (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 bonestaff of warding (107% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +6 (+2 eff.) Damage +13% darkness defense ------ Armor +5 Defense +5 (+5 eff.) other ------- Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Harogolen'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Dex offense ------ Critical power +10.00% Physical Power +3 (+2 eff.) When Hit 6 physical defense ------ Resistance +1% physical Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Muckbrand the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ When Hit 2 nature On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +1 (+1 eff.) Resistance +9% cold +5% arcane +9% temporal 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. |
resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unlightpiercer the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +11% fire On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Resistance +16% fire +3% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
Blindriver the pair of rough leather boots (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +5% fire defense ------ Armor +2 Resistance +6% temporal other ------- Infravision +1 A pair of boots made of leather. |
pair of rough leather boots of phasing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
4 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. |
47 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. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 274/400 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 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. |
iron torque of psionic shield [power 25] (2/25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Chalakor the Demonbright [power 176] (2/15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +4 Mag defense ------ Resistance +3% darkness other ------- Light +1 Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
Cuthalatharath the Ravenkarma [power 145] (2/25 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +15% darkness +5% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 14% Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 308 Base Damage: 155 Armor: 3 All Resist: 4 Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. 100% to gain a 11% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Kindlegrind [power 110] (2/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% acid +9% cold defense ------ Resistance +3% acid +3% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elm wand of shielding [power 158] (2/25 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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 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. |
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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By DeadBoyJohnathan the Shalore Necromancer level 10
5th Mirth 122nd year of Ascendancy at 10:54 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By DeadBoyJohnathan the Shalore Necromancer level 13
3rd Flare 122nd year of Ascendancy at 05:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By DeadBoyJohnathan the Shalore Necromancer level 12
10th Mirth 122nd year of Ascendancy at 00:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By DeadBoyJohnathan the Shalore Necromancer level 14
7th Flare 122nd year of Ascendancy at 14:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By DeadBoyJohnathan the Shalore Necromancer level 14
4th Dusk 122nd year of Ascendancy at 15:45 see stats
Log
DeadBoyJohnathan seems more focused.
A shield forms around DeadBoyJohnathan.
DeadBoyJohnathan wears (replacing Cuthalatharath the Ravenkarma [power 145] (4/25 cooldown)): Samogalin the elm wand of shielding [power 116] (20 cooldown).
Mategaer the thalore HEALS from cold damage!
DeadBoyJohnathan's Chill of the Tomb hits Mategaer the thalore for 134 cold, 60 healing (134 total damage) [60 healing].
Waketo the halfling casts Entropic Gift.
DeadBoyJohnathan is consumed by entropy!
Waketo the halfling's is no longer wasting away.
Waketo the halfling tries to evade attacks.
Talent Invoke Darkness is ready to use.
Talent Call of the Mausoleum is ready to use.
DeadBoyJohnathan hits Waketo the halfling for 78 darkness damage.
Entropic Gift from Waketo the halfling hits DeadBoyJohnathan for (22 absorbed), 0 temporal, (28 absorbed), 0 darkness (0 total damage).
Bane of Blindness from DeadBoyJohnathan hits Mategaer the thalore for 19 darkness damage.
DeadBoyJohnathan casts Invoke Darkness.
DeadBoyJohnathan's spell attains critical power!
DeadBoyJohnathan hits Waketo the halfling for 218 darkness damage.
Waketo the halfling's black hole pulls DeadBoyJohnathan in!
Waketo the halfling's black hole hits DeadBoyJohnathan for (10 absorbed), 0 temporal, (17 absorbed), 0 darkness (0 total damage).
Waketo the halfling casts Netherblast.
Waketo the halfling's spell attains critical power!
Waketo the halfling is wasting away!
The eerie night around DeadBoyJohnathan fades away.
DeadBoyJohnathan is no longer out of phase.
Entropic Gift from Waketo the halfling hits DeadBoyJohnathan for (20 absorbed), 0 temporal, (27 absorbed), 0 darkness (0 total damage).
Your shield crumbles under the damage!
The shield around DeadBoyJohnathan crumbles.
Waketo the halfling's Netherblast hits DeadBoyJohnathan for (50 absorbed), 174 temporal (174 total damage).
DeadBoyJohnathan the level 16 shalore necromancer was spaghettified across the whole of space and time to death by Waketo the halfling on level 1 of Ambush!.
















































































