









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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:
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.
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 30 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Animated ethereal yew starstaff of greater warding at level 23 on the 22nd Haze 122nd year of Ascendancy at 11:29 0 / 7Killed by Poltergeist Crooked Club at level 24 on the 22nd Haze 122nd year of Ascendancy at 20:16 Killed by Aula the krog at level 25 on the 60th Haze 122nd year of Ascendancy at 21:19 Killed by Betabeth the corrupted protoplasmic controller at level 30 on the 60th Regrowth 123rd year of Ascendancy at 15:47 Killed by corrupted protoplasmic controller at level 30 on the 60th Regrowth 123rd year of Ascendancy at 18:25 Killed by Gywen the corrupted dendritic hemospinner at level 30 on the 60th Regrowth 123rd year of Ascendancy at 19:51 Killed by corrupted acidic digestor at level 30 on the 60th Regrowth 123rd year of Ascendancy at 21:21 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 43 (base 35) |
| Magic | 100 (base 60) |
| Willpower | 48 (base 13) |
| Cunning | 43 (base 34) |
Resources
| Life | -478/214 |
| Mana | 83/503 |
| Soul | 14/14 |
| Healing Factor | 1.2397742564935 |
| Regeneration | 0.30994356412337 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 31.388749514228 |
| See Invisible | 43.388749514228 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 33 |
| Crit Chance | 28% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 6 |
| Accuracy | 33 |
| Crit Chance | 30% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +25% |
| Temporal | +5% |
| Arcane | +8% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 40 (80%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 5 |
| Physical Save | 18 |
| Spell Save | 39 |
| Mental Save | 36 |
Defense: Resistances
| Darkness | + 35%( 70%) |
| Acid | + 48%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 54%( 70%) |
| Cold | + 47%( 70%) |
| Lightning | + 50%( 70%) |
| Fire | + 41%( 70%) |
| All | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Bleed Resistance | 10% |
| Confusion Resistance | 95% |
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by white crystal. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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. * Your lair must amass enough energy to use in your rebirth (40 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * 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. The fortress's current energy level is: 1. | 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. | 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. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed naga tongue. * You've found the needed wretchling eyeball. 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 ice wyrm tooth. * You've found the needed electric eel tail. * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +3 Blink to a nearby random location (rad 8) Puts all charms on 22 cooldown A pair of boots made of leather. |
| Light source | Deliromirath2.0 T1 lite [Rare] Nature While equipped: Stats +2 Mag dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Resists +6% acid +3% fire Max.HP +45.00 ---------- misc Equi/ret +0.12 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 | Cuthuromirand the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +4 Dex +6 Wil +2 Cun dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +26% lightning +11% temporal +10% fire +9% cold +5% acid ---------- misc Light +3 A cap made of leather. |
| On hands | hardened leather gloves 'Tidehunger' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +6 Dex +5 Mag +4 Con dps ---------- Res.pen +25% cold Acc +12 (+5 eff.) ----- def ----- Armour +2 ---------- misc See.Invis +6 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. |
| Tool | powerful dwarven-steel torque of psionic shield [power 69] (12/22 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Wil dps ---------- Acc +7 (+4 eff.) Apr +7 ----- def ----- Defense +7 (+5 eff.) Mind.save +4 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 13 light Ranged+ 17 light Dmg.mod +11% light Rings make your fingers look great! |
| Around neck | Gunimayatar the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Mag ----- def ----- Resists +12% acid +11% temporal Pinning- +21% Knockbk- +22% ---------- misc Light +2 Amulets make your neck look great! |
| In main hand | Yarokhad the Chillstrider (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Rare] 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: Stats +2 Cun +3 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +3% Phys.pwr +7 (+4 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +15% darkness Acc +6 (+3 eff.) Melee Ret 4 mind ----- def ----- Resists +12% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Salaba1.0 T3 belt armor [Rare] Master While equipped: Stats +7 Mag +7 Wil +4 Con dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Spell.save +8 (+3 eff.) ---------- misc See.Invis +6 Size +1 A belt that goes around your waist. |
| In off hand | Arostir the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +6 fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: dps ---------- Phys.crit +5.0% Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Sharp, short and deadly. |
| Cloak | cashmere cloak 'Goriath' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +6 Mag +5 Wil +1 Cun dps ---------- Spell.crit +4% Acc +5 (+3 eff.) Apr +5 ----- def ----- Defense +2 (+2 eff.) Resists +3% darkness +6% temporal Cut- +10% Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | timebroken cashmere robe of light (+21%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +5% temporal +8% arcane +14% light ----- def ----- Resists +21% light +11% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the wizard (speed 700%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 700% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 37%; mental; dur 2; cd 15)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 18; resist 21%; move 50%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 21% all resistance, you move 50% faster, and you are invisible (power 18). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 81; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 81 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 51; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 51 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 233; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 233 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 465; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 465 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +13% light +16% darkness Blind- +22% Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Flamewarden0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Mind.crit +2% Acc +6 (+3 eff.) Melee Ret 8 fire ----- def ----- Resists +3% fire Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
marksman's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Mag dps ---------- Melee+ 15 light Ranged+ 14 light Dmg.mod +11% light Acc +6 (+3 eff.) Rings make your fingers look great! |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
sneakthief's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +17 (+7 eff.) Apr +9 ----- def ----- Defense +9 (+6 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Poltergeist's Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Armour +2 Resists +10% blight +10% fire +2% all ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
enhanced stralite dagger of crippling (29-38 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Master Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str +7 Dex +8 Mag +7 Wil +7 Cun +7 Con dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of corruption (20-27 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane Power 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: 20% Curse of Vulnerability 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 28 While equipped: ----- def ----- Disease- +13% Sharp, short and deadly. |
stralite dagger of evisceration (30-40 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 30.5 - 39.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 78 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+5 eff.) Sharp, short and deadly. |
balanced stralite greatmaul of erosion (52-79 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego] Nature/Master Power 52.5 - 78.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +14 nature While equipped: dps ---------- Acc +16 (+7 eff.) ----- def ----- Defense +14 (+8 eff.) Disarm- +48% Massive two-handed mauls. |
Chargerace1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Str +4 Dex +5 Cun dps ---------- Phys.crit +10.0% Mind.crit +7% Melee Ret 6 lightning ---------- misc Max.psi +50.00 Infravis +3 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Magmarace'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +6% fire Res.pen +5% fire ----- def ----- Resists +9% darkness +6% fire +5% arcane +6% cold A belt that goes around your waist. |
Abyssthorn the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Rare] Nature While equipped: Stats +4 Mag +10 Cun +13 Con dps ---------- Dmg.mod +23% nature +9% fire Res.pen +20% cold Melee Ret 10 fire ----- def ----- Resists +15% all Poison- +50% Disease- +43% ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +5% blight +12% darkness +12% mind +11% all Phys.save +11 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +23 (+9 eff.) Max.HP +40.00 HP.reg +2.20 Heal.mod +10% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Dmg.mod +17% lightning +13% physical +6% cold ----- def ----- Resists +9% lightning +7% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
temporal hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 temporal Ranged+ 8 temporal Dmg.mod +5% temporal Acc +11 (+5 eff.) ----- def ----- Armour +2 Resists +7% temporal 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. |
Tolin the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Mag +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+4 eff.) ---------- misc Light +3 A pointy cloth hat, very wizardly... |
rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
arcing quiver of dragonbone arrows of accuracy (21/21, 54-75 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego] Arcane/Master Power 53.5 - 74.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +20 Apr +18 Crit +3.0% Capacity 21 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage Arrows are used with bows to pierce your foes to death. |
8 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. |
242 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
7 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+5 eff.) Phys.save +8 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+5 eff.) Phys.save +8 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+3 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"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? |
4 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. |
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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
10 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. |
10 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 (Adventure) difficulty)
Killed a Bringer of Doom.By Testiclemancer the Yeek Necromancer level 24
24th Haze 122nd year of Ascendancy at 19:16 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Testiclemancer the Yeek Necromancer level 26
63rd Haze 122nd year of Ascendancy at 04:33 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Testiclemancer the Yeek Necromancer level 21
50th Dusk 122nd year of Ascendancy at 06:16 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Testiclemancer the Yeek Necromancer level 30
60th Regrowth 123rd year of Ascendancy at 19:33 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Testiclemancer the Yeek Necromancer level 30
60th Regrowth 123rd year of Ascendancy at 02:52 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Testiclemancer the Yeek Necromancer level 10
1st Summertide 122nd year of Ascendancy at 17:17 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Testiclemancer the Yeek Necromancer level 20
39th Dusk 122nd year of Ascendancy at 19:38 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Testiclemancer the Yeek Necromancer level 30
59th Regrowth 123rd year of Ascendancy at 10:47 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Testiclemancer the Yeek Necromancer level 23
73rd Dusk 122nd year of Ascendancy at 05:27 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Testiclemancer the Yeek Necromancer level 4
78th Pyre 122nd year of Ascendancy at 22:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Testiclemancer the Yeek Necromancer level 13
4th Flare 122nd year of Ascendancy at 04:19 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Testiclemancer the Yeek Necromancer level 20
42nd Dusk 122nd year of Ascendancy at 00:05 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Testiclemancer the Yeek Necromancer level 29
58th Regrowth 123rd year of Ascendancy at 19:50 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Testiclemancer the Yeek Necromancer level 20
39th Dusk 122nd year of Ascendancy at 21:40 see stats
Log
Testiclemancer stops surging mana.
Testiclemancer hits Corrupted protoplasmic controller for 41 darkness damage.
Deadly Poison from Salidhewyn the corrupted dendritic hemospinner hits Testiclemancer for 49 nature damage.
Gywen the corrupted dendritic hemospinner is no longer evading attacks.
Gywen the corrupted dendritic hemospinner shares damage with his oozes!
Salidhewyn the corrupted dendritic hemospinner shares damage with his oozes!
Corrupted acidic digestor's acid area effect hits Corrupted protoplasmic controller for 8 acid damage.
Corrupted acidic digestor's acid area effect hits Gywen the corrupted dendritic hemospinner for 13 acid damage.
Corrupted acidic digestor's acid area effect hits Testiclemancer for 11 acid damage.
Corrupted acidic digestor's acid area effect hits Bloated ooze for 18 acid damage.
Corrupted acidic digestor's acid area effect hits Bloated ooze for 14 acid damage.
Corrupted acidic digestor's acid area effect hits Bloated ooze for 18 acid damage.
Corrupted acidic digestor's acid area effect hits Salidhewyn the corrupted dendritic hemospinner for 5 acid damage.
You pickup 0.75 gold pieces.
Gywen the corrupted dendritic hemospinner shares damage with his oozes!
Testiclemancer hits Bloated ooze for 94 darkness damage.
Testiclemancer hits Gywen the corrupted dendritic hemospinner for 69 darkness damage.
Deadly Poison from Salidhewyn the corrupted dendritic hemospinner hits Testiclemancer for 49 nature damage.
Gywen the corrupted dendritic hemospinner shares damage with his oozes!
Salidhewyn the corrupted dendritic hemospinner shares damage with his oozes!
Corrupted acidic digestor's acid area effect hits Gywen the corrupted dendritic hemospinner for 9 acid damage.
Corrupted acidic digestor's acid area effect hits Bloated ooze for 14 acid damage.
Corrupted acidic digestor's acid area effect hits Testiclemancer for 11 acid damage.
Corrupted acidic digestor's acid area effect hits Corrupted protoplasmic controller for 8 acid damage.
Corrupted acidic digestor's acid area effect hits Salidhewyn the corrupted dendritic hemospinner for 5 acid damage.
Corrupted acidic digestor's acid area effect hits Bloated ooze for 18 acid damage.
Corrupted acidic digestor's acid area effect hits Bloated ooze for 18 acid damage.
Testiclemancer the level 30 yeek necromancer was scalded to death by a corrupted acidic digestor on level 1 of The Godfeaster.

















































































































