








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Yeek |
Class | Necromancer |
Level / Exp | 24 / 99% |
Size | small |
Lifes / Deaths | Killed by Celia at level 24 on the 1st Haze 122nd year of Ascendancy at 19:53 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 22 (base 25) |
Magic | 66 (base 54) |
Willpower | 47 (base 34) |
Cunning | 21 (base 11) |
Resources
Life | -794/97 |
Mana | 252/446 |
Soul | 1/12 |
Healing Factor | 1.1024166372473 |
Regeneration | 9.0949372572902 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 30 |
Accuracy | 7 |
Crit Chance | 14% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Physical | +6% |
Blight | +25% |
Arcane | +9% |
Fire | +11% |
Cold | +25% |
Offense: Damage Penetration
Mind | +10% |
Cold | +8% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 7 |
Physical Save | 21 |
Spell Save | 37 |
Mental Save | 30 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 56%( 70%) |
All | + 21%( 70%) |
Lightning | + 44%( 70%) |
Temporal | + 32%( 70%) |
Physical | + 24%( 70%) |
Darkness | + 40%( 70%) |
Fire | + 38%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Confusion Resistance | 78% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 4 arcane, 4 darkness |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 11%, your defense is increased by 11 and all your resistances by 11%. |
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 265 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Rime wraith | 1.60 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 18. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed warg claw. * '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 xorn fragment. 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. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bloated horror heart. 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 vial of wight ectoplasm. * '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.' * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Equipment
On feet | ![]() Frost Treads (1 def, 4 armour) 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4(-) Str +4(-) Cun +4(-) Wil offense ------ Move Speed +20% (-) Damage +15%(-) cold defense ------ Armor +4 (-) Defense +1 (+0 eff.) (-) Fatigue +7% (-) Resistance +10%(-) nature +20%(-) cold other ------- Light +1 (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Rhovon 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2(-) Con offense ------ Physical Crit +1.0% (-) Damage +6%(-) physical Accuracy +5 (+5 eff.) (-) defense ------ Resistance +7%(-) blight +12%(-) lightning +6%(-) acid Unlife -80.00 life (-) Life Regen +4.00 (-) other ------- Light +4 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Yvobressra (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Physical Crit +5.0% (-) Spell Crit +2% (-) Mind Crit +1% (-) Spellpower +2 (+1 eff.) (-) Ignore resists +10%(-) mind defense ------ Defense +1 (+0 eff.) (-) Resistance +4%(-) physical other ------- Mana/turn +0.13 (-) Max hate +2.00 (-) A pointy cloth hat, very wizardly... |
Tool | ![]() Faliromilin the Tempestcut [power 26] (20 cooldown) 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2(-) Cun offense ------ Mindpower +5 (+3 eff.) (-) Damage +6%(-) lightning When Hit 10(-) lightning defense ------ Resistance +9%(-) lightning Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() wizard's copper ring of clarity 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3(-) Mag defense ------ Spell save +6 (+3 eff.) (-) Mind save +5 (+3 eff.) (-) Confus Resist +23% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() savior's steel ring of fire (+22%) 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +0(-3) Mag offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) (-) Mind save +7 (+4 eff.) (+2 (+1 eff.)) Confus Resist +0% (-23%) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() Gyth the rough leather belt 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2(-) Str defense ------ Defense +5 (+2 eff.) (-) Resistance +9%(-) lightning +6%(-) temporal +3%(-) acid Spell save +3 (+2 eff.) (-) Life Regen +4.00 (-) A belt that goes around your waist. |
In main hand | ![]() void walker's elven-wood vilestaff of greater warding (25-30 power, 5 apr, blight element) 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 (-) Critical Rate +4.5% (-) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +4% (-) Spellpower +12 (+4 eff.) (-) Damage +25%(-) blight defense ------ Armor +8 (-) Defense +9 (+3 eff.) (-) Resistance +10%(-) darkness +9%(-) temporal Out-of-Phase Defense +6 (-) Out-of-Phase Resistance +8% (-) Out-of-Phase Resilience +13% (-) other ------- Wards +3(-) blight Talents +3.00(-) Ward +1.00(-) Command Staff This staff offers 25% bonus, 3 wards to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() drakeskin leather gloves of spellstriking (0 def, 3 armour) 1.0 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats +4(-) Mag +3(-) Wil offense ------ Spellpower +7 (+2 eff.) (-) On-Hit 8(-) arcane Damage +9%(-) arcane defense ------ Armor +3 (-) Resistance +6%(-) arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Silk Current (12 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) (-) Move Speed +15% (-) Damage +10%(-) cold Ignore resists +8%(-) cold When Hit 10(-) cold defense ------ Defense +12 (+5 eff.) (-) Resistance +7%(-) all +15%(-) cold other ------- 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 On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() cashmere cloak 'Eilinudatha' (27 def, 6 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Power +5 (+5 eff.) (-) On-Hit 0(-20) item nature slow On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +6 (-) Defense +27 (+12 eff.) (-) Resistance +10%(-) cold Physical save +3 (+2 eff.) (-) other ------- Light +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() The Black Core 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) (-) defense ------ Resistance +15%(-) darkness Unlife -100.00 life (-) Blind Resist +100% (-) other ------- Infravision +6 (-) Masteries +0.20(-) Corruption/Black-magic Shadow Power +5 (-) Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() Gloomtickler the copper ring 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +0(-3) Mag offense ------ Damage +10% acid +9% temporal +6% darkness defense ------ Resistance +20% acid +9% darkness Spell save +0 (+0 eff.) (-6 (-3 eff.)) Mind save +0 (+0 eff.) (-5 (-3 eff.)) Confus Resist +0% (-23%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() gold ring 0.1 Encumbrance T3 ring jewelry [Normal] While equipped: Stats +0(-3) Mag defense ------ Spell save +0 (+0 eff.) (-6 (-3 eff.)) Mind save +0 (+0 eff.) (-5 (-3 eff.)) Confus Resist +0% (-23%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Skycast (19-23 power, 3 apr, acid element) 5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Random Unique] Arcane/Master Weapon Damage 19.0 - 22.8(-6.0 - -7.2) Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 (-2) Critical Rate +3.0% (-1.5%) Attack Speed 100% (-) While equipped: offense ------ Physical Crit +7.0% Spell Crit +4% (-) Physical Power +6 (+4 eff.) Spellpower +21 (+7 eff.) (+9 (+3 eff.)) Damage +19% acid +19% darkness +19%(-6%) blight +19% fire +9% lightning Ignore resists +5% blight Accuracy +7 (+7 eff.) defense ------ Armor +0 (-8) Defense +0 (+0 eff.) (-9 (-3 eff.)) Resistance +9% blight +0%(-9%) temporal +0%(-10%) darkness Out-of-Phase Defense +0 (-6) Out-of-Phase Resistance +0% (-8%) Out-of-Phase Resilience +0% (-13%) other ------- Wards +0(-3) blight Talents +0(+-3) Ward +1.00(-) Command Staff This staff offers 19% bonus to darkness, blight, acid, fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() Crystalline Yew starstaff (25-30 power, 4 apr, temporal element) 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A part of set. Weapon Damage 25.0 - 30.0 Arcane Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 (-1) Critical Rate +3.5% (-1.0%) Attack Speed 100% (-) While equipped: Stats +3 Wil +3 Con offense ------ Spell Crit +3% (-1%) Physical Power +12 (+7 eff.) Spellpower +21 (+7 eff.) (+9 (+3 eff.)) Damage +0%(-25%) blight +20% temporal +10% arcane defense ------ Armor +0 (-8) Defense +0 (+0 eff.) (-9 (-3 eff.)) Resistance +0%(-10%) darkness +0%(-9%) temporal Out-of-Phase Defense +0 (-6) Out-of-Phase Resistance +0% (-8%) Out-of-Phase Resilience +0% (-13%) other ------- Wards +0(-3) blight Talents +0(+-3) Ward +1.00(-) Command Staff This staff offers 20% bonus to temporal damage. (included above) Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
![]() potent yew vilestaff of fate (23-28 power, 4 apr, blight element) 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 23.0 - 27.6(-2.0 - -2.4) Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 (-1) Critical Rate +3.5% (-1.0%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +8% (+4%) Spellpower +11 (+4 eff.) (-1 (+0 eff.)) Damage +23%(-2%) blight defense ------ Armor +0 (-8) Defense +0 (+0 eff.) (-9 (-3 eff.)) Resistance +0%(-10%) darkness +0%(-9%) temporal Physical save +8 (+4 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) Out-of-Phase Defense +0 (-6) Out-of-Phase Resistance +0% (-8%) Out-of-Phase Resilience +0% (-13%) other ------- Wards +0(-3) blight Talents +0(+-3) Ward +1.00(-) Command Staff This staff offers 23% bonus to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() cashmere robe of life (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: offense ------ Spellpower +0 (+0 eff.) (-5 (-2 eff.)) Move Speed +0% (-15%) Damage +0%(-10%) cold Ignore resists +0%(-8%) cold When Hit 0(-10) cold defense ------ Defense +0 (+0 eff.) (-12 (-5 eff.)) Resistance +8% blight +0%(-15%) cold +11%(+4%) all Life +47.00 Life Regen +3.10 Healmod +10% other ------- Masteries +0.00(-0.30) Spell/Glacial waste +0.00(-0.30) Spell/Rime wraith +0.00(-0.30) Spell/Water +0.00(-0.30) Spell/Frost alchemy +0.00(-0.30) Spell/Grave +0.00(-0.30) Spell/Ice A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() noble's rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +0(-2) Str +4 Wil +3 Cun offense ------ Against +16% Summoned defense ------ Defense +0 (+0 eff.) (-5 (-2 eff.)) Resistance +6% blight +0%(-6%) temporal +0%(-3%) acid +0%(-9%) lightning Resist Against +15% Summoned Spell save +0 (+0 eff.) (-3 (-2 eff.)) Life Regen +0.00 (-4.00) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Sludgegrip (0 def, 0 armour) 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +0(-4) Mag +4(+1) Wil +4 Cun offense ------ Spellpower +0 (+0 eff.) (-7 (-2 eff.)) Mindpower +2 (+1 eff.) On-Hit 0(-8) arcane Damage +5% nature +0%(-9%) arcane defense ------ Armor +0 (-3) Resistance +10% nature +0%(-6%) arcane Poison Resist +20% 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. |
![]() heroic hardened leather gloves (0 def, 5 armour) 1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +0(-4) Mag +0(-3) Wil offense ------ Spellpower +0 (+0 eff.) (-7 (-2 eff.)) On-Hit 0(-8) arcane Damage +0%(-9%) arcane defense ------ Armor +5 (+2) Resistance +0%(-6%) arcane Mind save +8 (+4 eff.) Life +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Cloud Caller (0 def, 0 armour) 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Physical Crit +0.0% (-5.0%) Spell Crit +0% (-2%) Mind Crit +0% (-1%) Spellpower +0 (+0 eff.) (-2 (-1 eff.)) Damage +10% lightning +10% cold Ignore resists +0%(-10%) mind defense ------ Defense +0 (+0 eff.) (-1 (+0 eff.)) Resistance +10% lightning +10% cold +0%(-4%) physical other ------- Mana/turn +0.00 (-0.13) Max hate +0.00 (-2.00) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 32.69 to 98.06 lightning damage (65.37 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Hat of Arcane Understanding (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: offense ------ Physical Crit +0.0% (-5.0%) Spell Crit +0% (-2%) Mind Crit +0% (-1%) Spellpower +0 (+0 eff.) (-2 (-1 eff.)) Ignore resists +0%(-10%) mind defense ------ Defense +2 (+0 eff.) (+1 (+0 eff.)) Resistance +20% arcane +0%(-4%) physical other ------- Mana/turn +2.00 (+1.87) Max hate +0.00 (-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. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] 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. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Tooth of the Mouth (dig speed 12 turns) 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: Stats +0(-2) Cun offense ------ Mindpower +0 (+0 eff.) (-5 (-3 eff.)) Damage +5% blight +0%(-6%) lightning Ignore Armor +15 When Hit 0(-10) lightning 10 draining blight defense ------ Resistance +0%(-9%) lightning While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Freezeslice (dig speed 28 turns) 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +0(-2) Cun offense ------ Mindpower +0 (+0 eff.) (-5 (-3 eff.)) Damage +0%(-6%) lightning +3% cold +7% nature When Hit 0(-10) lightning defense ------ Resistance +0%(-9%) lightning +10% nature +5% arcane Physical save +12 (+6 eff.) Life +100.00 Silence Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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. |
![]() focusing elm totem of summon tentacle [power 95] (25 cooldown) 2.0 Encumbrance T1 totem charm [Ego] Nature While equipped: Stats +0(-2) Cun offense ------ Mindpower +0 (+0 eff.) (-5 (-3 eff.)) Damage +0%(-6%) lightning When Hit 0(-10) lightning defense ------ Resistance +0%(-9%) lightning Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 192 Base Damage: 104 Armor: 2 All Resist: 4 Puts all charms on 25 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() elm wand of shielding [power 116] (20 cooldown) 2.0 Encumbrance T1 wand charm [Ego] Arcane While equipped: Stats +0(-2) Cun offense ------ Mindpower +0 (+0 eff.) (-5 (-3 eff.)) Damage +0%(-6%) lightning When Hit 0(-10) lightning defense ------ Resistance +0%(-9%) lightning Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Gonk the Yeek Necromancer level 24
78th Dusk 122nd year of Ascendancy at 19:46 see stats
By Gonk the Yeek Necromancer level 19
21st Dusk 122nd year of Ascendancy at 05:52 see stats
By Gonk the Yeek Necromancer level 22
46th Dusk 122nd year of Ascendancy at 11:35 see stats
By Gonk the Yeek Necromancer level 10
8th Mirth 122nd year of Ascendancy at 01:04 see stats
By Gonk the Yeek Necromancer level 20
22nd Dusk 122nd year of Ascendancy at 15:54 see stats
By Gonk the Yeek Necromancer level 24
68th Dusk 122nd year of Ascendancy at 00:21 see stats
By Gonk the Yeek Necromancer level 1
75th Pyre 122nd year of Ascendancy at 04:59 see stats
By Gonk the Yeek Necromancer level 11
9th Mirth 122nd year of Ascendancy at 03:29 see stats
By Gonk the Yeek Necromancer level 22
60th Dusk 122nd year of Ascendancy at 01:44 see stats
By Gonk the Yeek Necromancer level 20
23rd Dusk 122nd year of Ascendancy at 18:34 see stats
By Gonk the Yeek Necromancer level 19
20th Dusk 122nd year of Ascendancy at 23:05 see stats
Log
Ghast receives 37 healing from Rime Wraith from Celia.
Lord of Skulls (bone giant) uses You Shall Be My Weapon!.
Lord of Skulls (bone giant) misses Ghast.
Ghast stops bleeding.
Ghast stops bleeding.
Ghast slows down.
Frost Cut from Gonk hits Ghast for (7 flat reduction), 25 cold (25 total damage).
Frost Cut from Gonk hits Ghast for 40 cold damage.
Frost Cut from Gonk hits Ghast for (7 flat reduction), 13 cold (13 total damage).
Ghast receives 37 healing from Rime Wraith from Celia.
Ghast receives 37 healing from Rime Wraith from Celia.
Bleeding from Lord of Skulls (bone giant) hits Ghast for (7 flat reduction), 21 cold (21 total damage).
Bleeding from Lord of Skulls (bone giant) hits Ghast for (7 flat reduction), 48 cold (48 total damage).
Celia stops bleeding.
Gonk is freed from the rigor mortis.
The protective shield of Gonk disappears.
Gonk regains balance.
Celia shrugs off the effect 'Spike of Decrepitude'!
Burning from Skeleton mage hits Celia for 29 fire damage.
Spikes of Decrepitude hits Lord of Skulls (bone giant) for (28 absorbed), 0 cold, (28 absorbed), 0 cold (0 total damage).
Spikes of Decrepitude hits Skeleton mage for 42 cold, 42 cold (84 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for 42 cold, 42 cold (84 total damage).
Spikes of Decrepitude hits Ghast for 10 cold, 21 darkness (31 total damage).
Spikes of Decrepitude hits Celia for 15 cold, 11 darkness (26 total damage).
Spikes of Decrepitude hits Ghast for 27 cold, 21 darkness (49 total damage).
Celia casts Invoke Darkness.
Gonk casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Celia hits Gonk for 289 cold damage.
Gonk the level 24 yeek necromancer was iced to death by Celia on level 2 of Last Hope Graveyard.