









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 | Higher |
| Class | Necromancer |
| Level / Exp | 21 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Lord of Skulls (warrior) at level 21 on the 26th Haze 122nd year of Ascendancy at 22:07 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 70 (base 50) |
| Willpower | 24 (base 13) |
| Cunning | 46 (base 39) |
Resources
| Life | -396/314 |
| Mana | 280/310 |
| Soul | 6/12 |
| Healing Factor | 1.1200003099961 |
| Regeneration | 2.5200006974913 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 32.365053558023 |
| See Invisible | 42.365053558023 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 5 |
| Crit Chance | 13% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Lightning | +11% |
| Cold | +13% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 42 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 29%( 70%) |
| Nature | + 18%( 70%) |
| Darkness | + 14%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 25%( 70%) |
| Fire | + 20%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 20% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 31 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 Dexterity stat. |
| 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 131 damage for 3 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% 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. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master necromancer | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 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 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Staff combat (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Heart of the Gloom. Escort: temporal explorer (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed hummerhorn wing. * You've found the needed xorn fragment. 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 bear paw. * You've found the needed skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| Light source | bright brass lantern of healthT1Ego lite (2.0 Encumbrance) Nature Power/Masterpiece Keywords: health/bright While equipped: defense ------ Life +44.00 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. |
| On head | linen wizard hat of arcana (1 def, 0 armour)T1Ego+ head /armor (2.0 Encumbrance) Arcane Power Keywords: arcana While equipped: Stats +3Mag +3Wil offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
| Tool | Adorema the steel torque of mindblast [power 170] (8/15 cooldown)T2Rare torque /charm (2.0 Encumbrance) Psionic Power Keywords: evasive/mindblast While equipped: Stats +3Mag +1Wil +3Cun defense ------ Resistance +12% fire Spell save +6 (+2 eff.) Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | wizard's copper ringT1Ego ring /jewelry (0.1 Encumbrance) Arcane Power Keywords: wizard While equipped: Stats +3Mag defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | psionicist's copper ring of lightning (+22%)T1Ego ring /jewelry (0.1 Encumbrance) Nature Power/Psionic Power Keywords: lightning/psionic While equipped: Stats +2Wil offense ------ Damage Change +11% lightning defense ------ Resistance +22% lightning Mind save +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | Mighty GirdleT1Unique belt /armor (1.0 Encumbrance) Masterpiece Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Life +40.00 Immune +40% Knockbk other ------- Encumbrance +70 Fatigue -10% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Freezeserpent (10-12 power, 2 apr, cold element)T1Rare staff 2H /weapon (5.0 Encumbrance) Arcane Power Keywords: 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% cold Ignore resists +10% cold Spell Crit +7% Spellpower +3 (+1 eff.) On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Defense +20 (+10 eff.) Unlife -40.00 life other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)T1Unique hands /armor (1.0 Encumbrance) Nature Power While equipped: Stats +4Cun +4Wil offense ------ Damage Change +5% nature Mindpower +2 (+1 eff.) defense ------ Resistance +10% nature Immune +20% Poison other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | woollen robe of life (0 def, 0 armour)T2Ego+ cloth /armor (2.0 Encumbrance) Nature Power Keywords: life While equipped: defense ------ Resistance +6% blight +9% all Life +40.00 Life Regen +2.00 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Glaciertitan the linen cloak (1 def, 4 armour)T1Rare cloak /armor (2.0 Encumbrance) Nature Power Keywords: resilient While equipped: offense ------ Damage Change +3% cold defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +6% blight +6% darkness Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Choker of DreadT3Unique amulet /jewelry (0.1 Encumbrance) Arcane Power While equipped: offense ------ Spellpower +5 (+1 eff.) Physical Power +5 (+4 eff.) defense ------ Immune +100% Blind other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 16/60 The evilness of undeath radiates from this amulet. |
Inventory
regeneration infusion of the titan (heal 94; 16 cd)Ego infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 94 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 298; 13 cd)Ego infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. 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 32%; magical; dur 3; cd 10)Ego infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 3 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. |
shielding rune of the duelist (absorb 109; dur 3; cd 15)Ego rune /scroll (0.1 Encumbrance) Arcane Power When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 109 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
savior's steel amuletT2Ego+ amulet /jewelry (0.1 Encumbrance) Masterpiece Keywords: savior While equipped: defense ------ Physical save +10 (+10 eff.) Spell save +11 (+3 eff.) Mind save +10 (+5 eff.) Amulets make your neck look great! |
NightsongT2Unique ring /jewelry (0.1 Encumbrance) Psionic Power While equipped: Stats +6Cun offense ------ Damage Change +10% darkness defense ------ Defense +6 (+3 eff.) Mind save +13 (+6 eff.) other ------- Resource +25.00 Max stamina Fatigue -7% Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring of sensingT1Ego ring /jewelry (0.1 Encumbrance) Arcane Power Keywords: sensing While equipped: defense ------ Immune +20% Blind other ------- Infravision +3 See Stealth +5 See Invisibility +6 Rings make your fingers look great! |
wizard's steel ring of powerT2Ego ring /jewelry (0.1 Encumbrance) Arcane Power Keywords: wizard/power While equipped: Stats +2Mag offense ------ Spellpower +5 (+1 eff.) Mindpower +6 (+3 eff.) Physical Power +6 (+5 eff.) defense ------ Spell save +4 (+1 eff.) Rings make your fingers look great! |
truestriking iron battleaxe (16-25 power, 1 apr)T1Ego+ battleaxe 2H /weapon (3.0 Encumbrance) Masterpiece Keywords: truestriking When used to attack: Weapon Damage 16.5 - 24.8 Uses 120% Str Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +9 (+9 eff.) Ignore Armor +7 Massive two-handed battleaxes. |
Poruminor the Infernogrinder (24-39 power, 1 apr)T1Rare greatsword 2H /weapon (3.0 Encumbrance) Masterpiece Keywords: massacre When used to attack: Weapon Damage 24.5 - 39.2 Uses 120% Str Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +8 fire While equipped: offense ------ Damage Change +3% nature +6% fire When Hit 8 fire defense ------ Resistance +6% fire Massive two-handed swords. |
Spectral Blade (26-42 power, 25 apr)T2Unique greatsword 2H /weapon (0.1 Encumbrance) Arcane Power/Masterpiece When used to attack: Weapon Damage 26.0 - 41.6 Uses 10% Mag, 120% Str Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+1 eff.) other ------- Resource +0.50 Mana/turn See Invisibility +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
CorpsebowT2Unique longbow 2H /weapon (4.0 Encumbrance) Arcane Power/Nature Power Requires: - Dexterity 16 - Talent Shoot When used to attack: Accuracy bonus +0.2% crit chance (max 25%) Attack Speed 100% Range +7 On Hit:25% Epidemic level 1 On Hit:25% Cyst Burst level 1 While equipped: offense ------ Damage Change +20% blight Spellpower +10 (+3 eff.) On-Ranged-Hit 20 blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 24 defense ------ Immune +50% Disease A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
ash longbow 'Tempestraven'T2Random Unique longbow 2H /weapon (4.0 Encumbrance) Nature Power/Masterpiece Requires: - Dexterity 16 - Talent Shoot Keywords: blaze/enduring/dex When used to attack: Accuracy bonus +0.2% crit chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 lightning On-crit, radius 2 +8 fire While equipped: Stats +5Dex +8Wil +2Cun +11Con offense ------ Global Speed +3% Critical power +10.00% Ignore resists +12% fire +8% physical defense ------ Life +30.00 Longbows are used to shoot arrows at your foes. |
Kinetic Focus (6-7 power, 18 apr, physical damage)T2Unique mindstar 1H /weapon (3.0 Encumbrance) Nature Power/Psionic Power You feel two unconnected psionic channels on this item. When used to attack: Weapon Damage 6.0 - 6.6 Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Damage Change +10% physical Ignore resists +6% physical Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Resistance +10% physical Physical save +6 (+6 eff.) other ------- Resource +1.00 Psi/crit Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
cruel elm starstaff of fate (10-12 power, 2 apr, temporal element)T1Ego staff 2H /weapon (5.0 Encumbrance) Arcane Power/Masterpiece Keywords: fate/cruel 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 ------ Critical power +11.00% Damage Change +10% temporal Spell Crit +11% Spellpower +3 (+1 eff.) defense ------ Physical save +6 (+6 eff.) Spell save +5 (+1 eff.) Mind save +6 (+3 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, fire 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% fire Spell Crit +1% Spellpower +3 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Layewen the Galeorder (10-15 power, 2 apr)T1Rare waraxe 1H /weapon (3.0 Encumbrance) Psionic Power Keywords: amnesia When used to attack: Weapon Damage 10.5 - 14.7 Uses 100% Str Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +4Str +3Mag +2Wil +1Cun offense ------ Damage Change +9% lightning One-handed war axes. |
noble's hardened leather beltT3Ego+ belt /armor (1.0 Encumbrance) Masterpiece Keywords: noble While equipped: Stats +5Cun +3Wil offense ------ Against +20% Summoned defense ------ Resist Against +24% Summoned A belt that goes around your waist. |
rough leather belt 'Lelarak'T1Rare belt /armor (1.0 Encumbrance) Masterpiece Keywords: insulate While equipped: Stats +3Cun offense ------ Mind Crit +2% defense ------ Resistance +12% fire +9% nature +5% cold other ------- Resource +1.00 Hate/crit A belt that goes around your waist. |
Issyregorig (1 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Arcane Power Keywords: protection While equipped: Stats +4Wil +1Cun +2Con offense ------ Damage Change +3% acid defense ------ Defense +1 (+0 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
Murkdredge the linen wizard hat (1 def, 0 armour)T1Rare head /armor (2.0 Encumbrance) Nature Power Keywords: grounding While equipped: offense ------ Damage Change +3% fire Ignore resists +5% lightning defense ------ Defense +1 (+0 eff.) Resistance +5% lightning +5% temporal +9% darkness A pointy cloth hat, very wizardly... |
grounding linen wizard hat of nature (+5%) (1 def, 0 armour)T1Ego head /armor (2.0 Encumbrance) Nature Power Keywords: grounding/nature While equipped: offense ------ Damage Change +11% nature defense ------ Defense +1 (+0 eff.) Resistance +5% lightning +6% temporal +16% nature A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+3) (0 def, 1 armour)T1Ego head /armor (2.0 Encumbrance) Masterpiece Keywords: dex While equipped: Stats +3Dex defense ------ Armor +1 other ------- Fatigue +1% A cap made of leather. |
Spinal Cage (5 def, 8 armour)T2Unique light /armor (9.0 Encumbrance) Arcane Power/Nature Power While equipped: Stats +2Dex defense ------ Armor +8 Defense +5 (+2 eff.) Resistance +15% physical other ------- Fatigue +3% Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 54.11 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
prismatic rough leather armour (3 def, 2 armour)T1Ego light /armor (9.0 Encumbrance) Arcane Power Keywords: prismatic While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +11% light +11% darkness other ------- Fatigue +6% A suit of armour made of leather. |
Floeminister (0 def, 4 armour, 38 block)T2Random Unique shield /armor (7.0 Encumbrance) Nature Power/Masterpiece Requires: - Shield usage training - Strength 16 Keywords: swashbuckler/lightning/resistance Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3Str +3Dex offense ------ Accuracy +5 (+5 eff.) defense ------ Armor +4 Resistance +25% lightning +3% light +6% darkness +10% cold +6% acid +7% fire other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
4 agateT1Normal black /gem (0.0 Encumbrance) While equipped: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Item imbue powers: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
64 alchemist agateT1Normal black /alchemist-gem (0.0 Encumbrance) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarineT2Normal blue /gem (0.0 Encumbrance) While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuliT3Normal blue /gem (0.0 Encumbrance) While equipped: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+6 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. |
4 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. |
5 topazT2Normal blue /gem (0.0 Encumbrance) While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blizzardgrit the iron pickaxe (dig speed 38 turns)T1Rare digger /tool (3.0 Encumbrance) Nature Power Keywords: woodsman While equipped: Stats +1Str offense ------ Damage Change +6% nature +3% cold Ignore resists +5% cold When Hit 6 acid On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Resistance +11% nature +6% acid While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinelT1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Crystal FocusT2Unique multi-hued /gem (0.0 Encumbrance) Arcane Power While equipped: Stats +5Mag Damage Change +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. |
Scrying OrbQuest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)T2Unique rod /charm (2.0 Encumbrance) Arcane Power Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 totem of thorny skin [power 16] (8/20 cooldown)T1Ego totem /charm (2.0 Encumbrance) Nature Power Keywords: piercing/thorny Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethystT2Normal violet /gem (0.0 Encumbrance) While equipped: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Item imbue powers: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick elm wand of conjuration [power 85] (8/10 cooldown)T1Ego wand /charm (2.0 Encumbrance) Arcane Power Keywords: quick/conjure Fire a magical bolt dealing 85 acid damage Puts all charms on 10 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
6 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. |
6 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 BoomfusNightmare the Higher Necromancer level 11
1st Dusk 122nd year of Ascendancy at 05:45 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By BoomfusNightmare the Higher Necromancer level 20
14th Haze 122nd year of Ascendancy at 15:51 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BoomfusNightmare the Higher Necromancer level 10
6th Mirth 122nd year of Ascendancy at 13:48 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By BoomfusNightmare the Higher Necromancer level 20
11st Haze 122nd year of Ascendancy at 23:34 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By BoomfusNightmare the Higher Necromancer level 18
2nd Haze 122nd year of Ascendancy at 13:47 see stats
Log
BoomfusNightmare casts Call of the Crypt.
Skeleton master archer's Crippling Shot performs a ranged critical strike against BoomfusNightmare!
BoomfusNightmare slows down.
Skeleton master archer's Crippling Shot hits BoomfusNightmare for 164 physical damage.
BoomfusNightmare's desolate waste area effect hits Armoured skeleton warrior for 7 cold damage.
BoomfusNightmare's desolate waste area effect hits Lord of Skulls (warrior) for 8 cold damage.
BoomfusNightmare's desolate waste area effect hits Skeleton master archer for 10 cold damage.
BoomfusNightmare's desolate waste area effect hits BoomfusNightmare's Inner Demon for (11 absorbed), 0 cold (0 total damage).
BoomfusNightmare's desolate waste area effect hits Armoured skeleton warrior for 7 cold damage.
BoomfusNightmare's desolate waste area effect hits Lord of Skulls (warrior) for 8 cold damage.
BoomfusNightmare's desolate waste area effect hits Skeleton master archer for 10 cold damage.
BoomfusNightmare's desolate waste area effect hits BoomfusNightmare's Inner Demon for (11 absorbed), 0 cold (0 total damage).
Skeleton master archer shoots!
BoomfusNightmare's Inner Demon uses Infusion: Wild.
BoomfusNightmare's Inner Demon lessens the pain.
BoomfusNightmare's Inner Demon casts Torture Souls.
BoomfusNightmare's Inner Demon hits BoomfusNightmare for 29 cold, 31 darkness (60 total damage).
Skeleton master archer shoots!
Something hits Armoured skeleton warrior for 176 fire damage.
Something hits Armoured skeleton warrior for 201 fire damage.
Something hits Skeleton mage for 201 fire damage.
Something hits Armoured skeleton warrior for 165 fire damage.
Something hits BoomfusNightmare for 169 fire damage.
Armoured skeleton warrior hits BoomfusNightmare for 65 physical damage.
Lord of Skulls (warrior) uses Shield Pummel.
BoomfusNightmare is stunned!
Lord of Skulls (warrior) hits BoomfusNightmare for 61 physical damage.
Waking Nightmare from Roiu the halfling hits BoomfusNightmare for 32 darkness damage.
Frost Cut from BoomfusNightmare hits BoomfusNightmare's Inner Demon for (31 absorbed), 0 cold (0 total damage).
BoomfusNightmare the level 21 higher necromancer was pierced to death by a Lord of Skulls (warrior) on level 1 of Ambush!.








































































































