Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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:
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 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. 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:
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 | Nightmare Roguelike |
Sex | Female |
Race | Thalore |
Class | Necromancer |
Level / Exp | 19 / 70% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 30 (base 18) |
Constitution | 29 (base 14) |
Magic | 47 (base 47) |
Willpower | 25 (base 18) |
Cunning | 26 (base 19) |
Resources
Life | 243/243 |
Mana | 271/271 |
Soul | 0/10 |
Healing Factor | 1.2524687383468 |
Regeneration | 0.3131171845867 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 7 |
See Stealth | 24.602579952692 |
See Invisible | 31.602579952692 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 36 |
Accuracy | 24 |
Crit Chance | 12% |
APR | 3 |
Speed | 0.91 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Lightning | +26% |
Fire | +15% |
Acid | +12% |
Darkness | +3% |
Arcane | +15% |
Mind | +35% |
Nature | +9% |
Offense: Damage Penetration
Lightning | +30% |
Cold | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 11.554675796614 (30%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 30 |
Mental Save | 25 |
Defense: Resistances
Blight | + 21%( 70%) |
Arcane | + 19%( 70%) |
Mind | + 25%( 70%) |
All | + 11%( 70%) |
Lightning | + 44%( 70%) |
Light | + 13%( 70%) |
Temporal | + 16%( 70%) |
Physical | + 12%( 70%) |
Cold | + 21%( 70%) |
Fire | + 27%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 12% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 14 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 76 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 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Defensive Posture |
talent | Spikes of Decrepitude |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | 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 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed giant spider spinneret. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 | Flowerblack (0 def, 1 armour) Flowerblack (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +15% arcane +3% nature On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Resists +5% arcane +3% nature Stealth +6 A pair of boots made of leather. |
Light source | Bethirin the Pitchrune Bethirin the Pitchrune2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind +3% darkness ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +2% physical Die.at -20.00 life ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Chillsteel (16 def, 0 armour) Chillsteel (16 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +11% mind Melee Ret 4 cold ----- def ----- Defense +16 (+5 eff.) Resists +11% mind +3% blight Heal.mod +10% Confus- +10% A pointy cloth hat, very wizardly... |
Tool | elm totem of stinging 'Skyjustice' [power 116] (15 cooldown) elm totem of stinging 'Skyjustice' [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning +20% cold ----- def ----- Resists +3% blight +15% lightning Sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | titan's copper ring of lightning (+22%) titan's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | Runychak the Glitterquell Runychak the Glitterquell0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +15 (+7 eff.) Dmg.mod +6% mind Res.pen +5% nature Melee Ret 2 light ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+5 eff.) ---------- misc Light +1 Rings make your fingers look great! |
Around waist | hardened leather belt 'Islubretira' hardened leather belt 'Islubretira'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +3 Wil +4 Cun +7 Con +7 Lck dps ---------- Dmg.mod +9% acid ----- def ----- Stealth +8 ---------- misc T.Disarm +10 Light +1 Infravis +4 A belt that goes around your waist. |
In main hand | Flashoblivion the ash vilestaff (15-18 power, 3 apr, fire element) Flashoblivion the ash vilestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning +15% fire +6% mind Res.pen +25% lightning ----- def ----- Resists +5% arcane +3% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Phoenixbliss (0 def, 1 armour) Phoenixbliss (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +6% mind +3% acid ----- def ----- Armour +1 Resists +5% mind +9% fire 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 | Morninglady (2 def, 3 armour) Morninglady (2 def, 3 armour)2.0 T1 cloth armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +9% fire +6% temporal +7% all Phys.save +16 (+8 eff.) Spell.save +6 (+3 eff.) ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Aerelrasetira the Breezebolt (2 def, 0 armour) Aerelrasetira the Breezebolt (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Mag +2 Cun +5 Con dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Defense +2 (+1 eff.) Resists +12% 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 | enraging copper amulet of vision enraging copper amulet of vision0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Phys.spd +10% Dmg.mod +6% physical ----- def ----- Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets make your neck look great! |
Inventory
regeneration infusion of the psychic (heal 299; 15 cd) regeneration infusion of the psychic (heal 299; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 299 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 41; cd 22) shatter afflictions rune (absorb 41; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd 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 41 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
clarifying copper amulet clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
grounding copper amulet of cunning (+2) grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
steel amulet 'Voreta' steel amulet 'Voreta'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% lightning +12% fire +3% light HP.reg +4.00 Teleport- +20% Amulets make your neck look great! |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 118.19 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (236). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Urthymas the Dawnhack (15-18 power, 3 apr, acid element) Urthymas the Dawnhack (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.crit +2.0% Spell.crit +2% Phys.pwr +20 (+8 eff.) Spell.pwr +11 (+5 eff.) Dmg.mod +15% acid Acc +15 (+7 eff.) Melee Ret 6 light ----- def ----- Armour +6 HP.reg +0.70 Heal.mod +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Kindleblood' (15-18 power, 3 apr, arcane element) ash magestaff 'Kindleblood' (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Dex +1 Cun +4 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+5 eff.) Dmg.mod +15% arcane Res.pen +15% light ----- def ----- Resists +12% light HP.reg +0.50 Heal.mod +14% ---------- misc See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash vilestaff of warding (15-18 power, 3 apr, acid element) short ash vilestaff of warding (15-18 power, 3 apr, acid element)5.0 T2 staff 1H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid ----- def ----- Armour +5 Defense +4 (+1 eff.) ---------- misc Wards +2 acid Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul of enduring (27-40 power, 2 apr) steel greatmaul of enduring (27-40 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Nature Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +14.00 Massive two-handed mauls. |
steel longsword (16-23 power, 3 apr) steel longsword (16-23 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Normal] Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
vined mindstar (5-6 power, 18 apr, nature damage) vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (4-4 power, 18 apr, mind damage) vined mindstar (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ranger's ash longbow of dexterity (+9) ranger's ash longbow of dexterity (+9)4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +9 Dex dps ---------- Res.pen +8% physical Longbows are used to shoot arrows at your foes. |
cured leather sling 'Serpentrip' cured leather sling 'Serpentrip'4.0 T2 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +16 nature While equipped: Stats +3 Wil +3 Con dps ---------- Mind.crit +3% Mind.pwr +15 (+7 eff.) Dmg.mod +12% mind ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 76 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots of crippling (20/20, 20-25 power, 2 apr) pouch of steel shots of crippling (20/20, 20-25 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Yaroregamnir the iron plate armour (0 def, 7 armour) Yaroregamnir the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +20.00% Phys.pwr +10 (+5 eff.) Acc +15 (+7 eff.) Apr +4 ----- def ----- Armour +7 Fatigue +22% Resists +16% fire A suit of armour made of metal plates. |
rough leather belt 'Brodifang' rough leather belt 'Brodifang'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% physical Apr +3 ----- def ----- Resists +2% physical Spell.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Size +1 A belt that goes around your waist. |
Cinderglamour the hardened leather belt Cinderglamour the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +2.0% Res.pen +15% fire ----- def ----- Defense +5 (+2 eff.) Resists +5% acid +7% fire +7% lightning +6% cold Die.at -60.00 life A belt that goes around your waist. |
hardened leather belt 'Urthezor' hardened leather belt 'Urthezor'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.pwr +10 (+5 eff.) Mind.pwr +5 (+2 eff.) Acc +10 (+5 eff.) Melee Ret 6 physical ----- def ----- Armour +16 Phys.save +9 (+4 eff.) A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Phlegmstalker' (1 def, 0 armour) linen cloak 'Phlegmstalker' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Max.HP +20.00 Blind- +20% Poison- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bloombone (0 def, 3 armour) Bloombone (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% nature ----- def ----- Armour +3 Resists +3% lightning +3% acid Confus- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
Cinderspitter the rough leather gloves (0 def, 1 armour) Cinderspitter the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 5 blight Dmg.mod +3% blight +15% fire Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Resists +6% blight +3% fire 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. |
iron gauntlets 'Shimmersmash' (0 def, 1 armour) iron gauntlets 'Shimmersmash' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +9% darkness +6% nature Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Uraneg the linen wizard hat (1 def, 0 armour) Uraneg the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil +3 Mag dps ---------- Dmg.mod +3% arcane +11% fire Res.pen +15% arcane ----- def ----- Defense +1 (+0 eff.) Resists +6% mind +16% fire A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
5 agate 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. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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 citrine 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. |
5 zircon 5 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. |
3 aquamarine 3 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. |
7 opal 7 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (1/1) 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. |
extending iron torque of psionic shield [power 25] (25 cooldown) extending iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
powerful ash wand of lightning storm [power 182] (15 cooldown) powerful ash wand of lightning storm [power 182] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 45 lightning damage and will be dazed for 1 turn (229 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Deadsi the Thalore Necromancer level 10
6th Mirth 122nd year of Ascendancy at 02:25 see stats
By Deadsi the Thalore Necromancer level 2
75th Pyre 122nd year of Ascendancy at 07:56 see stats
By Deadsi the Thalore Necromancer level 11
7th Mirth 122nd year of Ascendancy at 14:22 see stats
By Deadsi the Thalore Necromancer level 15
7th Dusk 122nd year of Ascendancy at 23:04 see stats
Log
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