









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 | 19 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 19 on the 65th Dusk 122nd year of Ascendancy at 19:14 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 61 (base 47) |
| Willpower | 18 (base 13) |
| Cunning | 43 (base 36) |
Resources
| Life | -356/312 |
| Mana | 230/266 |
| Soul | 5/14 |
| Healing Factor | 1.1560311219417 |
| Regeneration | 3.2946886975339 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 1 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 5 |
| Crit Chance | 13% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +29% |
| Acid | +9% |
| Darkness | +25% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +8% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 0 |
| Physical Save | 9 |
| Spell Save | 40 |
| Mental Save | 20 |
Defense: Resistances
| Darkness | + 32%( 70%) |
| Lightning | + 25%( 70%) |
| Nature | + 28%( 70%) |
| Temporal | + 24%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 38%( 70%) |
| Mind | + 29%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 33 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 95 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Glacial waste | 1.41 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 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 |
| 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 |
| 3/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed length of troll intestine. * '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.' 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 green worm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| Light source | bright brass lantern of healthT1Ego lite (2.0 Encumbrance) Nature Power/Masterpiece Keywords: health/bright While equipped: defense ------ Life +43.00 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 | spellwoven linen wizard hat of darkness (+15%) (1 def, 0 armour)T1Ego head /armor (2.0 Encumbrance) Arcane Power Keywords: spellwoven/darkness While equipped: offense ------ Damage Change +10% darkness Spell Crit +3% Spellpower +3 (+1 eff.) defense ------ Defense +1 (+1 eff.) Resistance +15% darkness other ------- Resource +0.12 Mana/turn A pointy cloth hat, very wizardly... |
| Tool | Imp ClawT1Unique misc /tool (2.0 Encumbrance) Arcane Power While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 150.68 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | rogue's copper ring of perseveranceT1Ego ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: rogue/perseverance While equipped: Stats +3Cun defense ------ Defense +6 (+6 eff.) Life Regen +1.00 Immune +20% Stun Rings make your fingers look great! |
| 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! |
| Around waist | grounding rough leather beltT1Ego belt /armor (1.0 Encumbrance) Nature Power Keywords: grounding While equipped: defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
| In main hand | blighted ash vilestaff of breaching (15-18 power, 3 apr, darkness element)T2Ego++ staff 2H /weapon (5.0 Encumbrance) Arcane Power Keywords: blight/breaching When used to attack: Weapon Damage 15.0 - 18.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Damage Change +15% darkness Ignore resists +8% darkness Spell Crit +8% Spellpower +8 (+2 eff.) other ------- Resource +2.00 Vim/crit +10.00 Max vim 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 | linen robe of life (0 def, 0 armour)T1Ego+ cloth /armor (2.0 Encumbrance) Nature Power Keywords: life While equipped: defense ------ Resistance +6% blight +7% all Life +44.00 Life Regen +1.60 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Ichorvengeance' (2 def, 0 armour)T3Rare cloak /armor (2.0 Encumbrance) Nature Power Keywords: resilient While equipped: offense ------ Damage Change +9% acid +24% nature Ignore resists +10% acid When Hit 4 light On-Hit (Melee): * 10% chance to slow global speed by 43% defense ------ Defense +2 (+2 eff.) Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet of mastery (0.11 Spell / Glacial waste)T1Ego amulet /jewelry (0.1 Encumbrance) Nature Power/Masterpiece Keywords: mastery/clarifying While equipped: defense ------ Resistance +11% mind Immune +20% Confus other ------- Masteries +0.11 Spell/Glacial waste Amulets make your neck look great! |
Inventory
blink rune of the wizard (range 5; phase 21; cd 17)T1Ego rune /scroll (0.1 Encumbrance) Arcane Power When inscribed on your body: Range: 5 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
Earthen BeadsT2Unique amulet /jewelry (0.1 Encumbrance) Nature Power While equipped: Stats +5Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 172 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Hanidrabers the HazehungerT1Rare ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: perseverance While equipped: offense ------ Damage Change +3% cold defense ------ Resistance +12% mind Unlife -20.00 life Life Regen +1.00 Immune +20% Stun Rings make your fingers look great! |
Wheel of FateT2Unique ring /jewelry (0.1 Encumbrance) Arcane Power While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's steel ring of tenacityT2Ego+ ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: gladiator/tenacity While equipped: Stats +5Str +6Con offense ------ Physical Power +5 (+5 eff.) defense ------ Life +21.00 Immune +22% Pin +20% Disarm +21% Knockbk Rings make your fingers look great! |
gold ring of pilferingT3Ego+ ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: pilfering While equipped: offense ------ Accuracy +9 (+9 eff.) Ignore Armor +7 defense ------ Defense +7 (+7 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range: 7 Travel Speed: 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 143% 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! |
marksman's copper ring of powerT1Ego ring /jewelry (0.1 Encumbrance) Arcane Power/Masterpiece Keywords: marksman/power While equipped: Stats +2Dex offense ------ Spellpower +6 (+2 eff.) Mindpower +7 (+4 eff.) Accuracy +4 (+4 eff.) Physical Power +5 (+5 eff.) Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)T3Unique dagger 1H /weapon (1.0 Encumbrance) Arcane Power Requires: - Dexterity 24 Potentially it would go with a sword in the future. When used to attack: Weapon Damage 25.0 - 32.5 Uses 50% Mag, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Damage Change +5% temporal defense ------ Defense +10 (+10 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% Spell save +10 (+4 eff.) other ------- Move Speed +20% Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Spellblaze Shard (20-26 power, 10 apr)T2Unique dagger 1H /weapon (1.0 Encumbrance) Arcane Power Requires: - Dexterity 17 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 +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Kor's Fall (10-12 power, 0 apr, darkness element)T1Unique staff 2H /weapon (5.0 Encumbrance) Arcane Power When used to attack: Weapon Damage 10.0 - 12.0 Uses 110% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% acid +10% fire +10% darkness +10% blight Spell Crit +8% Spellpower +7 (+2 eff.) other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 151.09 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (302). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm vilestaff (10-12 power, 2 apr, darkness 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% darkness Spell Crit +1% Spellpower +3 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Stormlash (17-19 power, 7 apr)T1Unique whip 1H /weapon (3.0 Encumbrance) Arcane Power Requires: - Dexterity 15 When used to attack: Weapon Damage 17.0 - 18.7 Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage Change +10% lightning Accuracy +7 (+7 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 18.06 to 54.17 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
linen cloak 'Berahell' (1 def, 6 armour)T1Rare cloak /armor (2.0 Encumbrance) Masterpiece Keywords: thick While equipped: Stats +5Con offense ------ When Hit 4 physical defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold Physical save +3 (+3 eff.) other ------- Resource +1.00 Stamina/turn A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)T2Unique cloth /armor (2.0 Encumbrance) Psionic Power While equipped: Stats +3Cun +4Wil offense ------ Damage Change +5% mind +5% physical Ignore resists +10% mind +10% physical Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Armor +8 Defense +12 (+11 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+10 eff.) Send out a range 5 beam of kinetic energy, dealing 28.27 to 35.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Silk Current (12 def, 0 armour)T1Unique cloth /armor (2.0 Encumbrance) Arcane Power While equipped: On Spell Hit:5% Water Jet level 1 offense ------ Damage Change +10% cold Ignore resists +8% cold Spellpower +5 (+1 eff.) When Hit 10 cold defense ------ Defense +12 (+11 eff.) Resistance +7% all +15% cold other ------- Move Speed +15% Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice This deep blue robe flows and ripples as if pushed by an invisible tide. |
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. |
linen robe of protection (2 def, 3 armour)T1Ego cloth /armor (2.0 Encumbrance) Masterpiece Keywords: prot While equipped: defense ------ Armor +3 Defense +2 (+2 eff.) Resistance +7% all Physical save +16 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven Rags of the Sanctuary of alchemy (0 def, 0 armour)T1Cosmetic cloth /armor (2.0 Encumbrance) Arcane Power Keywords: spellwoven/alchemy While equipped: offense ------ Damage Change +8% acid +6% physical +7% fire +6% cold Spell Crit +3% Spellpower +3 (+1 eff.) defense ------ Resistance +11% acid +12% physical +10% fire +11% cold +7% all Spell save +16 (+6 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 33.46 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. |
Cracklerace (0 def, 1 armour)T1Rare head /armor (2.0 Encumbrance) Nature Power Keywords: depths While equipped: offense ------ Ignore resists +5% mind On-Hit (Melee): * 20% chance to slow global speed by 43% * 10% chance to reduce all saves and defense by 17 defense ------ Armor +1 Resistance +6% acid +6% cold +6% lightning other ------- Fatigue +1% Breathe water A cap made of leather. |
Galehunter the linen wizard hat (1 def, 0 armour)T1Rare head /armor (2.0 Encumbrance) Psionic Power Keywords: balance While equipped: offense ------ Damage Change +6% lightning Ignore resists +15% mind Mindpower +5 (+3 eff.) When Hit 2 mind defense ------ Defense +1 (+1 eff.) other ------- Resource +1.00 Eq. when hit +0.80 Hate when hit +0.70 Psi when hit +4.00 Hate/crit A pointy cloth hat, very wizardly... |
Coral Spray (8 def, 8 armour, 48 block)T1Unique shield /armor (7.0 Encumbrance) Nature Power Requires: - Shield usage training - Strength 16 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+8 eff.) Resistance +15% cold +10% fire other ------- Resource +20.00 Max air Fatigue +12% Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Hornet Stingers (20/20, 18-25 power, 10 apr)T2Unique arrow /ammo (3.0 Encumbrance) Nature Power Requires: - Dexterity 18 When used to attack: Weapon Damage 18.0 - 25.2 Uses 50% Str, 70% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
6 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. |
2 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. |
topazT2Normal blue /gem (0.0 Encumbrance) While equipped: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 spinelT1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
Heart of the Sandworm QueenQuest heart /corpse (0.0 Encumbrance) Nature Power Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
Scrying OrbQuest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
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. |
Velywe (22/22, 44-53 power, 5 apr)T4Random Unique shot /ammo (3.0 Encumbrance) Arcane Power/Psionic Power Requires: - Dexterity 35 Keywords: chilling/corruption/psychokinetic When used to attack: Weapon Damage 44.0 - 52.8 Uses 70% Dex, 50% Cun Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 22 On-ranged-hit +12 acid +14 physical +4 temporal +12 cold On-crit, radius 2 +12 acid On Hit:20% Curse of Vulnerability level 4 On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 37% * 20% chance to knock the target back 3 spaces and deal 94 physical damage Shots are used with slings to pummel your foes to death. |
evasive steel torque of psionic shield [power 45] (25 cooldown)T2Ego torque /charm (2.0 Encumbrance) Psionic Power Keywords: evasive/psionic shield Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
6 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. |
4 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. |
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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BoomfusNightmare the Higher Necromancer level 10
5th Flare 122nd year of Ascendancy at 11:57 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By BoomfusNightmare the Higher Necromancer level 8
2nd Summertide 122nd year of Ascendancy at 20:01 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BoomfusNightmare the Higher Necromancer level 9
1st Flare 122nd year of Ascendancy at 16:17 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By BoomfusNightmare the Higher Necromancer level 15
37th Dusk 122nd year of Ascendancy at 10:38 see stats
Log
BoomfusNightmare deactivates Hiemal Shield.
BoomfusNightmare resists the vile poison!
BoomfusNightmare is poisoned!
BoomfusNightmare slows down.
Melee retaliation hits Assassin Lord for 3 light, 3 light (6 total damage).
BoomfusNightmare's Hiemal Shield hits Assassin Lord for 42 cold damage.
Assassin Lord hits BoomfusNightmare for (82 absorbed), 41 nature, (12 absorbed), 6 darkness, (23 absorbed), 94 nature, 6 blight, 18 darkness, 7 fire (173 total damage).
BoomfusNightmare's River of Souls hits Assassin Lord for 114 darkness damage.
Poison from Assassin Lord hits BoomfusNightmare for 52 nature damage.
Deadly Poison from Assassin Lord hits BoomfusNightmare for 19 nature damage.
Assassin Lord is no longer evading attacks.
Assassin Lord casts Shadow Veil.
Assassin Lord performs a melee critical strike against BoomfusNightmare!
Assassin Lord is covered in a veil of shadows!
Melee retaliation hits Assassin Lord for 3 light, 3 light (6 total damage).
Assassin Lord hits BoomfusNightmare for 112 darkness, 18 darkness, 112 darkness, 6 blight, 18 darkness, 7 fire (275 total damage).
BoomfusNightmare unleashes a blast of frostdusk as he crosses the veil!
BoomfusNightmare hits Assassin Lord for 31 cold, 30 darkness (61 total damage).
BoomfusNightmare casts Ghost Walk.
BoomfusNightmare's form becomes intangible!
Talent Born into Magic is ready to use.
Talent Invoke Darkness is ready to use.
Poison from Assassin Lord hits BoomfusNightmare for 45 nature damage.
Deadly Poison from Assassin Lord hits BoomfusNightmare for 32 nature damage.
Assassin Lord is no longer covered by shadows.
Assassin Lord deactivates Blade Flurry.
Poison from Assassin Lord hits BoomfusNightmare for 45 nature damage.
Deadly Poison from Assassin Lord hits BoomfusNightmare for 32 nature damage.
BoomfusNightmare the level 19 higher necromancer was treehugged to death by Assassin Lord on level 2 of Unknown tunnels.



































































































