







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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Modified Item Descriptions 1.7.6这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. 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 | Yeek |
| Class | Necromancer |
| Level / Exp | 11 / 41% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 11 on the 6th Dusk 122nd year of Ascendancy at 06:33 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 20) |
| Magic | 36 (base 36) |
| Willpower | 19 (base 13) |
| Cunning | 19 (base 13) |
Resources
| Life | -243/48 |
| Mana | 207/215 |
| Soul | 10/14 |
| Healing Factor | 1.1545771506545 |
| Regeneration | 0.28864428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 21 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Light | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 1 |
| Physical Save | 14 |
| Spell Save | 19 |
| Mental Save | 18 |
Defense: Resistances
| Temporal | + 24%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 44%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 55% |
Inscriptions (3/3)
| 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: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 Murgol. * 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. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
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 ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed ritch stinger. * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On hands | storm rough leather gloves of dexterity (+2) (0 def, 1 armour)T1Ego hands /armor (1.0 Encumbrance) Nature Power/Masterpiece Keywords: dex/storm While equipped: Stats +2Dex offense ------ Damage Change +3% lightning Accuracy +10 (+5 eff.) On-Hit 5 lightning defense ------ Armor +1 Resistance +6% lightning 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. |
| On head | grounding rough leather cap of strength (+2) (0 def, 1 armour)T1Ego head /armor (2.0 Encumbrance) Nature Power/Masterpiece Keywords: strength/ground While equipped: Stats +2Str defense ------ Armor +1 Resistance +5% lightning +5% temporal other ------- Fatigue +1% A cap made of leather. |
| Tool | iron torque of clear mind [power 1] (25 cooldown)T1Ego torque /charm (2.0 Encumbrance) Psionic Power Keywords: clearmind Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of lightning (+20%)T1Ego ring /jewelry (0.1 Encumbrance) Nature Power/Masterpiece Keywords: marksman/lightning While equipped: Stats +2Dex offense ------ Damage Change +10% lightning Accuracy +4 (+2 eff.) defense ------ Resistance +20% lightning Rings make your fingers look great! |
| Around waist | rough leather belt 'Radhistir'T1Rare belt /armor (1.0 Encumbrance) Psionic Power Keywords: transcend While equipped: Stats +2Str +1Cun +1Con offense ------ Mindpower +3 (+2 eff.) defense ------ Physical save +5 (+5 eff.) other ------- Light +3 See Invisibility +3 A belt that goes around your waist. |
| Main armor | linen robe (0 def, 0 armour)T1Normal cloth /armor (2.0 Encumbrance) While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | elm vilestaff of illumination (10-12 power, 2 apr, darkness element)T1Ego staff 2H /weapon (5.0 Encumbrance) Nature Power Keywords: illumination When used to attack: Weapon Damage 10.0 - 12.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% darkness Spell Crit +1% Spellpower +3 (+2 eff.) defense ------ Defense +5 (+5 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 60.33 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. |
| Cloak | linen cloak of Eldoral (1 def, 0 armour)T1Ego cloak /armor (2.0 Encumbrance) Masterpiece Keywords: eldoral While equipped: Stats +1Cun +2Dex defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Summertide PhialT1Unique lite (1.0 Encumbrance) Nature Power While equipped: offense ------ Damage Change +10% light On-Hit 15 Lite Light Burst (radius 1) defense ------ Resistance +30% light Healmod +10% other ------- 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
shielding rune of the psychic (absorb 115; dur 4; cd 16)Ego rune /scroll (0.1 Encumbrance) Arcane Power When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 115 damage for 4 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. |
acidic steel dagger of massacre (20-26 power, 6 apr)T2Ego dagger 1H /weapon (1.0 Encumbrance) Arcane Power/Masterpiece Requires: - Dexterity 16 Keywords: acidic/massacre When used to attack: Weapon Damage 20.0 - 26.0 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Sharp, short and deadly. |
balanced steel greatmaul of dampening (28-42 power, 2 apr)T2Ego greatmaul 2H /weapon (5.0 Encumbrance) Antimagic Power/Masterpiece Requires: - Strength 16 Keywords: dampening/balanced When used to attack: Weapon Damage 28.0 - 42.0 Uses 120% Str Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +9 (+9 eff.) Resistance +10% acid +10% lightning +12% cold +12% fire +3% all Spell save +7 (+4 eff.) Immune +28% Disarm Massive two-handed mauls. |
iron greatsword (16-26 power, 1 apr)T1Normal greatsword 2H /weapon (3.0 Encumbrance) When used to attack: Weapon Damage 16.0 - 25.6 Uses 120% Str Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
mighty elm longbowT1Ego longbow 2H /weapon (4.0 Encumbrance) Masterpiece Requires: - Talent Shoot Keywords: mighty When used to attack: Accuracy bonus +0.2% crit chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +3Str offense ------ Physical Power +9 (+9 eff.) Longbows are used to shoot arrows at your foes. |
iron longsword (12-17 power, 2 apr)T1Normal longsword 1H /weapon (3.0 Encumbrance) When used to attack: Weapon Damage 12.0 - 16.8 Uses 100% Str Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
elm magestaff (10-12 power, 2 apr, lightning element)T1Normal staff 2H /weapon (5.0 Encumbrance) When used to attack: Weapon Damage 10.0 - 12.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% lightning Spell Crit +1% Spellpower +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, arcane element)T1Normal staff 2H /weapon (5.0 Encumbrance) When used to attack: Weapon Damage 10.0 - 12.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% arcane Spell Crit +1% Spellpower +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, temporal element)T1Normal staff 2H /weapon (5.0 Encumbrance) When used to attack: Weapon Damage 10.0 - 12.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% temporal Spell Crit +1% Spellpower +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff (10-12 power, 2 apr, fire element)T1Ego staff 2H /weapon (5.0 Encumbrance) Arcane Power Keywords: shimmering When used to attack: Weapon Damage 10.0 - 12.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% fire Spell Crit +1% Spellpower +3 (+2 eff.) other ------- Resource +0.11 Mana/turn +30.00 Max mana Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elm vilestaff of might (10-12 power, 2 apr, blight element)T1Ego staff 2H /weapon (5.0 Encumbrance) Arcane Power Keywords: surging/might When used to attack: Weapon Damage 10.0 - 12.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% blight Spell Crit +6% Spellpower +3 (+2 eff.) Spellpower/crit +3 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
insulating rough leather beltT1Ego belt /armor (1.0 Encumbrance) Masterpiece Keywords: insulate While equipped: defense ------ Resistance +6% fire +5% cold A belt that goes around your waist. |
Flamewrought (0 def, 2 armour)T1Unique hands /armor (1.0 Encumbrance) Nature Power While equipped: Stats +2Cun +3Wil offense ------ Damage Change +5% fire Mindpower +2 (+1 eff.) defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 29.25 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
impenetrable iron mail armour (2 def, 10 armour)T1Ego heavy /armor (14.0 Encumbrance) Masterpiece Requires: - Heavy armour training - Strength 14 Keywords: impenetrable While equipped: defense ------ Armor +10 Defense +2 (+2 eff.) other ------- Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)T1Normal heavy /armor (14.0 Encumbrance) Requires: - Heavy armour training - Strength 14 While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) other ------- Fatigue +12% A suit of armour made of mail. |
cleansing cured leather armour of resilience (6 def, 4 armour)T2Ego light /armor (9.0 Encumbrance) Nature Power/Antimagic Power Requires: - Strength 14 Keywords: cleansing/resilience While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Resistance +12% nature +12% blight Life +20.00 other ------- Fatigue +7% A suit of armour made of leather. |
icy iron shield of fire resistance (+15%) (0 def, 2 armour, 19 block)T1Ego shield /armor (7.0 Encumbrance) Nature Power/Masterpiece Requires: - Shield usage training Keywords: fire/icy Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 cold When Hit 2 ice defense ------ Armor +2 Resistance +15% fire other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
opalT2Normal blue /gem (0.0 Encumbrance) While equipped: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Item imbue powers: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)T1Ego digger /tool (3.0 Encumbrance) Masterpiece Keywords: endurance While equipped: Stats +2Str other ------- Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lanternT1Normal lite (2.0 Encumbrance) While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Thunderorder'T1Rare lite (2.0 Encumbrance) Arcane Power Keywords: scorching While equipped: offense ------ Damage Change +9% nature +3% fire Ignore resists +5% lightning When Hit 4 lightning 11 fire defense ------ Resistance +12% lightning +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of healthT1Ego lite (2.0 Encumbrance) Nature Power Keywords: health While equipped: defense ------ Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lanternT1Ego lite (2.0 Encumbrance) Masterpiece Keywords: bright While equipped: other ------- Light +5 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. |
Rod of Recall (1/1)Quest rod /charm (2.0 Encumbrance) Unknown Power 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 ChestQuest sher'tul /chest (2.0 Encumbrance) Unknown Power 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. |
piercing elm wand of conjuration [power 100] (15 cooldown)T1Ego wand /charm (2.0 Encumbrance) Arcane Power Keywords: piercing/conjure Fire a magical bolt dealing 113 lightning damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrineT1Normal yellow /gem (0.0 Encumbrance) While equipped: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Item imbue powers: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrineT1Normal yellow /gem (0.0 Encumbrance) While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zirconT1Normal yellow /gem (0.0 Encumbrance) While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SquishyDeadGuy the Yeek Necromancer level 10
3rd Flare 122nd year of Ascendancy at 10:46 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By SquishyDeadGuy the Yeek Necromancer level 10
8th Mirth 122nd year of Ascendancy at 03:37 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By SquishyDeadGuy the Yeek Necromancer level 11
5th Dusk 122nd year of Ascendancy at 04:43 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By SquishyDeadGuy the Yeek Necromancer level 10
8th Mirth 122nd year of Ascendancy at 03:39 see stats
Log
SquishyDeadGuy hits Thief for 43 cold, 56 darkness (99 total damage).
SquishyDeadGuy deactivates Hiemal Shield.
Deadly Poison from Thief hits SquishyDeadGuy for (5 absorbed), 37 nature (37 total damage).
SquishyDeadGuy's Hiemal Shield hits Thief for 19 cold damage.
Thief performs a melee critical strike against SquishyDeadGuy!
Thief hits SquishyDeadGuy for 64 physical, 7 lightning, 17 physical (88 total damage).
SquishyDeadGuy casts Consume Soul.
SquishyDeadGuy receives 115 healing.
Thief is freed from the rigor mortis.
Talent Invoke Darkness is ready to use.
Deadly Poison from Thief hits SquishyDeadGuy for 43 nature damage.
Thief hits SquishyDeadGuy for 31 physical, 15 physical (46 total damage).
SquishyDeadGuy casts Invoke Darkness.
SquishyDeadGuy hits Thief for 107 darkness damage.
SquishyDeadGuy killed Thief!
SquishyDeadGuy feels pain again.
Deadly Poison from Thief hits SquishyDeadGuy for 54 nature damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
SquishyDeadGuy stops regenerating health quickly.
Deadly Poison from Thief hits SquishyDeadGuy for 66 nature damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Talent Invoke Darkness is ready to use.
Deadly Poison from Thief hits SquishyDeadGuy for 66 nature damage.
SquishyDeadGuy the level 11 yeek necromancer was naturalised to death by a thief on level 2 of Rhaloren Camp.



























































































