










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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. Experience Reducer 1.7.4
DescriptionExperience Reducer is an addon that lets you reduce the amount of experience you receive upon killing foes. Think of this as a sort of inverse of the Experience Controller addon. The mod provides various options for reducing the amount of EXP you gain based on mob difficulty. Mostly intended for people using Custom Difficulty and are tired of leveling too fast in nightmare, or for people who just want an even more challenging playthrough on harder difficulties.You can enable/disable or alter the settings at any time and it will immediately take effect upon newly slain foes. Also applies to the infinite dungeon if you so choose. Experience Reducer is off by default, and must be deliberately enabled within the settings menu.
Enemy Rank Experience ScalingThe Rank scaling mode allows you to reduce the amount of impact elites, rares, bosses, ect. have on your exp gain. In vanilla these can get very high. This is the primary reason you level so fast in insane or above--there's just way more high rank enemies, and they all have big exp multipliers. I have provided a few different modes to help reign this in. -Vanilla: -Reduced (default): -Rank Matching: Higher rank enemies will be significantly less rewarding. Critter and Normal enemies will give the same exp as in vanilla. Note that while playing within Infinite Dungeon, this mode will feel much more subdued due to its similarity to the exp rates already found there in vanilla.
Global Experience MultiplierPretty self explanatory. All experience you receive will be multiplied by this amount. This value is applied after the alterations from the rank scaling mode setting. This configuration might be preferred if you don't really like the behavior of the ranked scaling modes and just want less exp overall. Changing this value to 1 will be the equivalent of changing nothing--vanilla behavior. A value of 0 will prevent you from getting any experience at all.
CompatibilityIt should go without saying, but you probably should not use this mod together with Experience Controller. I have not gone out of my way to test the actual conflicts, but they touch the same code with completely opposite behavior. I can make no promises on what will happen if you try and run both at the same time.
CreditsThe entirety of the code for this addon was shamelessly ripped from Errant Nyles' addon, Experience Controller. I merely inverted the behavior and made my own formula. But suffice to say that if their addon did not exist, neither would this one. I am waaaay too lazy to actually learn the nuances of lua, let alone the tome engine. So thanks to them for making that. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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: Items Vault 1.7.6Donators/Buyers bonus! 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:
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:
Evolution for Brawler 1.7.6Currently adds one evolution, the Tempered Hand. When you enter combat while all of your talents are off cooldown, you gain 1 combo point. When you gain combo points you also gain 15% of a turn per point gained (points that would be gained beyond your limited do not count). When you would generate combo points beyond your limit, each extra point will increase your maximum number of counter attacks by 1 for 1 turn. When you spend combo points you will instantly trigger Open Palm Block for the same number of combo points, ignoring cost, cooldown, and failure chance. Highlight Antimagic Disruptors 1.7.0Adds game option "UI | Hilight arcane-disrupting equipment", which hilights in the equipment display any worn or wielded arcane-disrupting equipment that is causing the Antimagic Disruption effect. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Bromantic Mod Pack 1.7.4Just a mod pack that i use to train my modding skills. Changes to Archmage, Alchemist, Rogue, Wyrmic, Summoner and Prodigies and some other stuff, all changes can be turned off individually. Credit to Housepet and discord community. PS: Im only publishing so my friend can use it, but feel free to try the changes Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. 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 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 Fix demon seed savefile issue 1.7.6Fix some save file issues: demon seeds/ object talent data/ stacks of gems/... 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 Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 16 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 16 on the 1st Dusk 122nd year of Ascendancy at 14:37 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 22 (base 22) |
| Magic | 51 (base 41) |
| Willpower | 36 (base 19) |
| Cunning | 23 (base 12) |
Resources
| Life | -407/216 |
| Mana | 355/367 |
| Soul | 8/12 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 2.4804374338064 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 67.365053558023 |
| See Invisible | 67.365053558023 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 10 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Light | +26% |
| Physical | +41% |
| Nature | +16% |
| Arcane | +13% |
| Cold | +13% |
| All | +10% |
Offense: Damage Penetration
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 27 |
| Mental Save | 30 |
Defense: Resistances
| Lightning | + 31%( 70%) |
| Darkness | + 29%( 70%) |
| Fire | + 34%( 70%) |
| Cold | + 33%( 70%) |
| All | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Confusion Resistance | 11% |
| Disarm Resistance | 23% |
| Knockback Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 3 light, 3 blight, 5 cold |
| Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 33% faster, and you are invisible (power 9). Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 217 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost archer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost archer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost wyrmic to the recall portal on level 2 of Trollmire. Escort: lost wyrmic (level 2 of Trollmire)As a reward you improved Willpower by +8. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed xorn fragment. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 | Tarronarigorn the Forestblack (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +3% cold Res.pen +5% nature ----- def ----- Armour +1 Resists +6% lightning +6% fire +5% cold Crit.chn- 15.00% A pair of boots made of leather. |
| Light source | Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | shielding linen wizard hat of madness (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +2 Mag +2 Wil +2 Cun dps ---------- Mind.crit +4% ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) Mind.save +11 (+5 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 94 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| Tool | Haryran the ash totem of stinging [power 188] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% physical Acc +5 (+5 eff.) Apr +4 On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Armour +4 ---------- misc Max.stam +10.00 Sting an enemy dealing 218 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 16 light Ranged+ 10 light Dmg.mod +11% light Rings make your fingers look great! |
| On fingers | Isinn the Satyrsting0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +20% nature ----- def ----- Resists +3% lightning Max.HP +20.00 Disarm- +23% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
| Around waist | insulating rough leather belt of containment1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% fire +6% cold Anom.red +10 Max.HP +50.00 ---------- misc Max.mana +32.00 Max.stam +25.00 Max.hate +11.00 Max.psi +21.00 Max.vim +21.00 Max.P.En +21.00 Max.N.En +21.00 A belt that goes around your waist. |
| In main hand | Velamina the elven-wood starstaff (28-34 power, 5 apr, physical element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Nature Power 28.0 - 33.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +4% Spell.pwr +15 (+5 eff.) S.pwr/crit +6 Dmg.mod +28% physical ----- def ----- Defense +9 (+9 eff.) ---------- misc Max.stam +20.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 89.39 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. |
| On hands | umbral rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 darkness Dmg.mod +3% darkness +3% arcane ----- def ----- Armour +1 Resists +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | focusing cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +10% all ----- def ----- Resists +11% all ---------- misc Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Unrolefast' (1 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +4 Defense +1 (+1 eff.) Crit.chn- 5.00% Mind.save +3 (+1 eff.) HP.reg +2.00 Blind- +20% Disease- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's copper amulet of the eclipse0.1 T1 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 6 light 6 darkness Dmg.mod +5% light +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 17% * 5% chance to blind ----- def ----- Mind.save +6 (+3 eff.) Confus- +11% Amulets make your neck look great! |
Inventory
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+6 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
mindwoven linen robe of the mountain (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% physical ----- def ----- Resists +7% all +11% physical Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 73.25 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Glareweeper the stralite plate armour (0 def, 14 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Con ----- def ----- Armour +14 Fatigue +22% Resists +7% acid +1% physical +6% light +9% cold +18% lightning Max.HP +35.00 HP.reg +6.00 Heal.mod +11% ---------- misc Breathe water A suit of armour made of metal plates. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
72 alchemist agate0.0 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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
Summertide Phial1.0 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.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Zarim2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +3% acid ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Yariharadunadas the elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +1 Dex +1 Wil +4 Cun dps ---------- Dmg.mod +3% arcane ----- def ----- Resists +5% arcane 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 cooldown 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Arise the Cornac Necromancer level 16
1st Dusk 122nd year of Ascendancy at 11:39 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Arise the Cornac Necromancer level 10
6th Mirth 122nd year of Ascendancy at 07:02 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Arise the Cornac Necromancer level 16
1st Dusk 122nd year of Ascendancy at 11:39 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Arise the Cornac Necromancer level 1
74th Pyre 122nd year of Ascendancy at 20:24 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Arise the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 02:48 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Arise the Cornac Necromancer level 10
8th Mirth 122nd year of Ascendancy at 05:46 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Arise the Cornac Necromancer level 16
1st Dusk 122nd year of Ascendancy at 13:02 see stats
Log
The shield around Arise crumbles.
Arise is caught inside a Hurricane.
Skeleton master archer picks up the remains of its fallen comrade.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Skeleton master archer shatters!
Urkis, the High Tempest hits Arise for (54 absorbed), 91 lightning (91 total damage).
Urkis, the High Tempest hits Skeleton master archer for 171 lightning damage.
Arise is dazed!
Urkis, the High Tempest killed Skeleton master archer!
Armoured skeleton warrior shatters!
Urkis, the High Tempest is stunned!
Something hits Armoured skeleton warrior for 209 lightning damage.
Something hits Urkis, the High Tempest for 0 lightning damage.
Arise is not dazed anymore.
Something killed Armoured skeleton warrior!
Bleeding from Arise hits Urkis, the High Tempest for 54 physical damage.
Hurricane from Urkis, the High Tempest hits Arise for 37 lightning damage.
Hurricane from Urkis, the High Tempest hits Heavy bone giant for (33 absorbed), 0 lightning (0 total damage).
Urkis, the High Tempest casts Manathrust.
Urkis, the High Tempest's Manathrust hits Heavy bone giant for (18 absorbed), 0 arcane (0 total damage).
Bleeding from Arise hits Urkis, the High Tempest for 86 physical damage.
Hurricane from Urkis, the High Tempest hits Arise for 27 lightning damage.
Ran for 2 turns (stop reason: taken damage).
Hurricane from Urkis, the High Tempest hits Arise for 49 lightning damage.
Ran for 2 turns (stop reason: taken damage).
Hurricane from Urkis, the High Tempest hits Arise for 82 lightning damage.
Arise the level 16 cornac necromancer was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.


















































































