









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Escort Life Adjustment 1.7.0Allows the player to set the minimum life and life regen of escorts as a setting in the Gameplay menu. This should be more compatible with addons that change the escort quests, as it uses the provided hook to loop through the escort data structure and adjusts max_life and life_regen values on the actors. Necromancy fix 1.7.6In this addon, I want to fix obvious and not so obvious shortcomings in the behavior of skills. Rime wraith: When "jumping", wraith incorrectly registered the remaining time of the effect if it made several "jumps" in one turn Aura of Undeath 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:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. 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. Arcane Archer 1.7.4Adds the Arcane Archer, a warrior subclass. Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Psionic Blade 1.7.2Auto 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 Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: 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: Necromancy tweak 1.7.6Call of the Сrypt: Shattered Remains: Assemble: Chill of the Tomb: Aura of Undeath: Surge of Undeath: Dread: Minions can't open doors now Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 39 / 96% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 63 (base 12) |
Dexterity | 74 (base 16) |
Constitution | 75 (base 60) |
Magic | 185.12115217523 (base 60) |
Willpower | 84 (base 60) |
Cunning | 105 (base 60) |
Resources
Life | 1520/1520 |
Mana | 283/283 |
Soul | 14/14 |
Healing Factor | 1.3995578233781 |
Regeneration | 8.7472363961128 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +90% |
Spell | 0% |
Global | +120% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 10 |
See Stealth | 90.720313792129 |
See Invisible | 98.720313792129 |
Offense: Mainhand
Damage | 76 |
Accuracy | 52 |
Crit Chance | 45% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 97 |
Crit Chance | 68% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Acid | +11% |
Lightning | +20% |
Darkness | +12% |
Cold | +97% |
Arcane | +20% |
Fire | +20% |
All | 0% |
Offense: Damage Penetration
Cold | +115% |
Darkness | +51% |
Defense: Base
Armour (hardiness) | 64.428571428571 (100%) |
Defense | 79 |
Ranged Defense | 79 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 62 |
Mental Save | 64 |
Defense: Resistances
Acid | + 52%( 70%) |
Light | + 42%( 70%) |
Physical | + 63%( 70%) |
Darkness | + 58%( 70%) |
Arcane | + 51%( 70%) |
Cold | + 57%( 70%) |
All | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 32% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 17% |
Inscriptions (4/5)
Runes | Effective talent level: 3.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 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 1133 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 3.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 4 turns and blocking 88 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: 3.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 3.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 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 1044% for 10 turns (662 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Meta | 1.20 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.00 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Psionic / Nihilism | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Spell / Water | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Spell / Animus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Spell / Ice | 1.70 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
Spell / Rime wraith | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Glacial waste | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Mindfulness | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Reaping |
talent | Eternal Night |
talent | Utterly Destroyed |
talent | Grim Shadow |
talent | Frost Infusion |
talent | Spikes of Decrepitude |
talent | Uttercold |
talent | Spellcraft |
talent | Aether Permeation |
talent | Ice Core |
talent | Metacognition |
talent | Shielding |
talent | Hiemal Shield |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | Movement speed increased by 50%. Death Rush |
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 successfully escorted the temporal explorer to the recall portal on level 2 of Wolfmire. Escort: temporal explorer (level 2 of Wolfmire)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 346. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vampire lord fang. * You've found the needed chunk of ghoul flesh. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego] Arcane/Master While equipped: Stats +7 Lck +3 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +3 Stealth +5 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +1 Mag +4 Wil +2 Con ----- def ----- Crit.chn- 5.00% Max.HP +41.00 ---------- misc Light +4 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 | ![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Dmg.mod +11% acid Acc +9 (+3 eff.) ----- def ----- Resists +22% acid Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) HP.reg +3.00 Stun/Frz- +32% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Nature While equipped: Stats +6 Mag +3 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +7 (+1 eff.) ---------- misc Mana/turn +0.29 Max.mana +25.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +6 Mag +3 Wil +4 Cun dps ---------- Melee+ 8 acid 3 fire 5 cold 5 lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% light +6% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 2 area, doing 181.02 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Wil +6 Con dps ---------- Dmg.mod +15% nature Melee Ret 4 nature ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -6% HP.reg +3.00 Blind- +17% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
Inventory
![]() 5.0 T3 staff 2H weapon [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +11% Crit.mult +10.00% Spell.pwr +13 (+3 eff.) Dmg.mod +20% cold ----- def ----- Defense +5 (+1 eff.) Resists +3% lightning +6% temporal +3% darkness +3% fire +5% arcane HP.reg +0.50 Heal.mod +12% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 3.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 200.48 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. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Cold Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Spell.pwr +5 (+1 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +8% fire +7% cold A pointy cloth hat, very wizardly... |
![]() 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 108 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. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Cold One the Skeleton Adventurer level 15
2nd Dusk 122nd year of Ascendancy at 03:24 see stats
By Cold One the Skeleton Adventurer level 18
42nd Dusk 122nd year of Ascendancy at 01:20 see stats
By Cold One the Skeleton Adventurer level 17
25th Dusk 122nd year of Ascendancy at 15:07 see stats
By Cold One the Skeleton Adventurer level 22
55th Dusk 122nd year of Ascendancy at 14:55 see stats
By Cold One the Skeleton Adventurer level 15
1st Dusk 122nd year of Ascendancy at 23:44 see stats
By Cold One the Skeleton Adventurer level 10
4th Flare 122nd year of Ascendancy at 01:47 see stats
By Cold One the Skeleton Adventurer level 20
55th Dusk 122nd year of Ascendancy at 00:43 see stats
By Cold One the Skeleton Adventurer level 30
67th Dusk 122nd year of Ascendancy at 16:49 see stats
By Cold One the Skeleton Adventurer level 27
67th Dusk 122nd year of Ascendancy at 16:48 see stats
By Cold One the Skeleton Adventurer level 18
48th Dusk 122nd year of Ascendancy at 10:42 see stats
By Cold One the Skeleton Adventurer level 12
9th Flare 122nd year of Ascendancy at 01:25 see stats
By Cold One the Skeleton Adventurer level 5
8th Mirth 122nd year of Ascendancy at 23:49 see stats
By Cold One the Skeleton Adventurer level 15
2nd Dusk 122nd year of Ascendancy at 03:24 see stats
By Cold One the Skeleton Adventurer level 5
10th Mirth 122nd year of Ascendancy at 16:14 see stats
By Cold One the Skeleton Adventurer level 39
70th Dusk 122nd year of Ascendancy at 22:47 see stats
By Cold One the Skeleton Adventurer level 15
2nd Dusk 122nd year of Ascendancy at 00:15 see stats
Log
Cold One refocuses the energies of his staff.
Cold One receives 53 healing.
You pickup 3.00 gold pieces.
Cold One casts Ice Shards.
Cold One's spell attains critical power!
Talent used by Cold One
Cold One's Ice Shards hits Vampire for 788 cold damage.
Cold One's Ice Shards killed Vampire!
Vampire is purposeless.
Talent Ice Shards is ready to use.
Spikes of Decrepitude hits Vampire for 71 cold, 46 darkness (116 total damage).
Cold One receives 53 healing.
Cold One casts Black Ice.
Cold One's spell attains critical power!
Talent used by Cold One
Cold One hits Vampire for 994 cold damage.
Cold One killed Vampire!
Resting starts...
Talent Black Ice is ready to use.
Rested for 2 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.