










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Necromancer |
Level / Exp | 25 / 75% |
Size | medium |
Lifes / Deaths | Killed by Zubywe the telugoroth at level 25 on the 72nd Regrowth 123rd year of Ascendancy at 03:22 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 13 (base 10) |
Magic | 66 (base 55) |
Willpower | 17 (base 13) |
Cunning | 51 (base 49) |
Resources
Life | -585/281 |
Mana | 253/303 |
Soul | 14/14 |
Healing Factor | 1.1583363011315 |
Regeneration | 0.28958407528287 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 6 |
See Stealth | 33.891010379467 |
See Invisible | 33.891010379467 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 31 |
Accuracy | 41 |
Crit Chance | 16% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Cold | +48% |
Lightning | +16% |
Light | +34% |
All | +13% |
Offense: Damage Penetration
Mind | +15% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 23 (30%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 34 |
Mental Save | 25 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 26%( 70%) |
Mind | + 18%( 70%) |
All | + 15%( 70%) |
Light | + 41%( 70%) |
Physical | + 23%( 70%) |
Fire | + 20%( 70%) |
Cold | + 25%( 70%) |
Defense: Immunities
Pinning Resistance | 24% |
Disarm Resistance | 20% |
Knockback Resistance | 61% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 654% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Glacial waste | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master necromancer | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (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. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 78. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed length of troll intestine. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed naga tongue. * You've found the needed storm wyrm claw. 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 orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +20 (+10 eff.) Acc +20 (+6 eff.) ----- def ----- Armour +2 ---------- misc Stam/turn +1.00 Max.stam +10.00 Infravis +1 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Resists +15% blight +6% fire Phys.save +15 (+6 eff.) Heal.mod +13% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Dex +3 Wil +2 Cun dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +15% cold ----- def ----- Armour +5 Fatigue +1% Die.at -40.00 life ---------- misc Stam/turn +3.00 A cap made of leather. |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +23.00 Disarm- +20% Pinning- +24% Knockbk- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Silence- +22% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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 | ![]() 5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +3% lightning +20% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% mind +15% acid Crit.chn- 5.00% Blind- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Unarmed combat: Power 90% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +19 (+6 eff.) Dmg.mod +21% light +13% all Res.pen +15% temporal On Hit (Melee): * 20% chance to slow global speed by 45% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +3 (+2 eff.) Resists +31% light +15% all Phys.save +18 (+7 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Acc +20 (+6 eff.) Apr +2 Melee Ret 4 fire ----- def ----- Defense +10 (+5 eff.) Resists +9% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 855% for 10 turns (53 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +5 Wil +1 Cun +1 Con dps ---------- Res.pen +15% lightning ----- def ----- Resists +14% light +15% darkness Crit.chn- 5.00% Blind- +30% ---------- misc See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Phys.save +13 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +11 (+5 eff.) ---------- misc Mana/turn +0.10 Max.mana +25.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% light +10% darkness Blind- +21% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Armour +6 Defense +10 (+5 eff.) Resists +3% temporal Spell.save +3 (+2 eff.) Heal.mod +10% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 103.20 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. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Armour +5 Defense +4 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +31.00 Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane/Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) S.pwr/crit +2 Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 103.20 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. |
![]() 5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness Res.pen +5% fire ----- def ----- Resists +5% arcane Phys.save +15 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +5 Mag +4 Wil +2 Con dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +21% darkness +9% all Crit.chn- 15.00% ---------- misc See.Invis +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +3% lightning +6% temporal +21% nature +21% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% lightning +6% temporal +31% nature +21% mind +15% all Mind.save +25 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% physical ----- def ----- Defense +20 (+10 eff.) Resists +3% lightning +14% physical +12% cold +9% all Max.HP +60.00 Pinning- +20% Teleport- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 105.50 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T1 hands armor [Rare] Disrupt While equipped: Stats +1 Str +3 Mag +7 Wil dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +1 Resists +6% cold +3% fire Spell.save +10 (+5 eff.) Unarmed combat: Power 93% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 17 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +15% physical ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +1% Resists +3% temporal +11% light +11% darkness Spell.save +9 (+5 eff.) ---------- misc Max.stam +30.00 A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Arcane When used to Attack: Power 105% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +37 On Crit.r2 +8 temporal While equipped: Stats +6 Str dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +9% lightning +12% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (381) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +6% fire Melee Ret 8 nature ----- def ----- Resists +9% acid +18% fire Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Max.HP +45.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% physical Melee Ret 6 darkness ---------- misc Max.stam +10.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +12% fire Spell.save +3 (+2 eff.) HP.reg +4.00 Heal.mod +5% Teleport- +10% ---------- misc Light +6 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dreth the Higher Necromancer level 15
69th Dusk 122nd year of Ascendancy at 02:07 see stats
By Dreth the Higher Necromancer level 19
55th Haze 122nd year of Ascendancy at 01:02 see stats
By Dreth the Higher Necromancer level 25
62nd Regrowth 123rd year of Ascendancy at 05:52 see stats
By Dreth the Higher Necromancer level 21
62nd Haze 122nd year of Ascendancy at 22:58 see stats
By Dreth the Higher Necromancer level 10
8th Mirth 122nd year of Ascendancy at 03:50 see stats
By Dreth the Higher Necromancer level 20
58th Haze 122nd year of Ascendancy at 02:32 see stats
By Dreth the Higher Necromancer level 22
13rd Regrowth 123rd year of Ascendancy at 12:21 see stats
By Dreth the Higher Necromancer level 22
24th Regrowth 123rd year of Ascendancy at 23:45 see stats
By Dreth the Higher Necromancer level 5
78th Pyre 122nd year of Ascendancy at 14:23 see stats
By Dreth the Higher Necromancer level 9
5th Mirth 122nd year of Ascendancy at 00:03 see stats
By Dreth the Higher Necromancer level 23
39th Regrowth 123rd year of Ascendancy at 02:01 see stats
By Dreth the Higher Necromancer level 15
24th Dusk 122nd year of Ascendancy at 16:45 see stats
By Dreth the Higher Necromancer level 17
50th Haze 122nd year of Ascendancy at 20:27 see stats
Log
Dreth casts Black Ice.
Ultimate telugoroth retunes the fabric of spacetime.
Zubywe the telugoroth uses Warshout.
Ghoul wanders around!
Dreth wanders around!
Zubywe the telugoroth casts Turn Back the Clock.
Dreth is not stunned anymore.
Dreth shrugs off the effect 'Regression'!
Zubywe the telugoroth's Turn Back the Clock hits Dreth for 35 temporal damage.
Zubywe the telugoroth uses Stunning Blow.
Dreth is stunned!
Melee retaliation hits Zubywe the telugoroth for 5 fire, 2 fire (6 total damage).
Zubywe the telugoroth hits Dreth for 57 physical, 54 physical (111 total damage).
Talent Born into Magic is ready to use.
Talent Ghost Walk is ready to use.
Zubywe the telugoroth uses Death Dance.
Zubywe the telugoroth misses Dreth.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior shatters!
Melee retaliation hits Zubywe the telugoroth for 12 physical damage.
Zubywe the telugoroth hits Armoured skeleton warrior for 121 physical damage.
Zubywe the telugoroth killed Armoured skeleton warrior!
Ultimate telugoroth casts Stop.
Poredhewe the telugoroth shoves Golem (servant of Poredhewe the telugoroth) aside.
Zubywe the telugoroth uses Execution.
Zubywe the telugoroth performs a melee critical strike against Dreth!
Melee retaliation hits Zubywe the telugoroth for 2 fire damage.
Zubywe the telugoroth hits Dreth for 485 physical damage.
Ultimate telugoroth hits Zubywe the telugoroth for 36 temporal damage.
Dreth the level 25 higher necromancer was shattered to death by Zubywe the telugoroth and lost outside time on level 1 of Temporal Rift.