










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Engineered |
| Class | Necromancer |
| Level / Exp | 22 / 38% |
| Size | huge |
| Lifes / Deaths | Killed by Masuka the Lich at level 10 on the 11st Dusk 122nd year of Ascendancy at 14:22 0 / 7Killed by Grand Corruptor at level 15 on the 2nd Haze 122nd year of Ascendancy at 09:38 Killed by Grand Corruptor at level 15 on the 2nd Haze 122nd year of Ascendancy at 11:00 Killed by Bandit Leader Aduta at level 19 on the 31st Haze 122nd year of Ascendancy at 06:27 Killed by Bandit Leader Aduta at level 19 on the 31st Haze 122nd year of Ascendancy at 07:33 Killed by orc necromancer at level 22 on the 51st Haze 122nd year of Ascendancy at 23:20 Killed by armoured skeleton warrior at level 22 on the 51st Haze 122nd year of Ascendancy at 23:25 |
Primary Stats
| Strength | 32 (base 10) |
| Dexterity | 29 (base 10) |
| Constitution | 59 (base 35) |
| Magic | 77 (base 36) |
| Willpower | 78 (base 36) |
| Cunning | 27 (base 11) |
Resources
| Life | -445/616 |
| Mana | 592/598 |
| Soul | 24/24 |
| Healing Factor | 1.5251133323991 |
| Regeneration | 6.5579873293162 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +132% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 41.082562303769 |
| See Invisible | 40.082562303769 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 21 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +28% |
| Fire | +33% |
| Darkness | +43% |
| Cold | +44% |
| Physical | +28% |
| Mind | +32% |
| All | +23% |
Offense: Damage Penetration
| Lightning | +15% |
| Fire | +10% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 1 |
| Physical Save | 28 |
| Spell Save | 37 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 35%( 70%) |
| Cold | + 38%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 38%( 70%) |
| Lightning | + 48%( 70%) |
| Mind | + 33%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (135 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Omnipotence | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/6 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | 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 |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 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. * 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Possessed. | 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's current energy level is: 43. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed bloated horror heart. * You've found the needed vial of squid ink. | 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 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 |
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. * You defeated the Assassin Lord and rescued the lost merchant. He gave you 8 gold and invited you to visit his shop in Last Hope. | done |
Equipment
| On feet | Aderawen the Blazerend (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% mind When Hit 2 light defense ------ Armor +1 Resistance +6% lightning +5% temporal +6% light +6% fire A pair of boots made of leather. |
| Light source | Isiletira the Flashmistress0.0 Encumbrance T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil +5 Mag offense ------ Spellpower +10 (+3 eff.) Mindpower +10 (+4 eff.) Damage +6% mind Ignore resists +15% lightning defense ------ Resistance +12% lightning +6% cold +6% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +13% Out-of-Phase Resilience +22% other ------- EQ when Hit +0.08 Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | rough leather cap 'Eclipsebile' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 24% defense ------ Armor +1 Fatigue +1% Resistance +9% mind A cap made of leather. |
| Tool | focusing elm wand of shielding [power 110] (13/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | psionicist's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Blind Resist +21% other ------- Infravision +4 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
| Around waist | grounding rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +5% temporal Life Regen +0.80 Healmod +10% A belt that goes around your waist. |
| In main hand | Heatstar the yew vilestaff (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Spell Crit +10% Critical power +13.00% Spellpower +9 (+3 eff.) Damage +20% darkness Ignore resists +10% fire +5% physical defense ------ Defense +15 (+8 eff.) Resistance +9% fire other ------- Infravision +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 13 Travel.spd instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 172.77 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. |
| Main armor | stormwoven silk robe of life (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats +6 Str +5 Mag +6 Wil offense ------ Damage +5% lightning +5% physical +21% cold defense ------ Resistance +5% lightning +9% cold +11% blight +13% all Life +40.00 Life Regen +2.10 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil defense ------ Defense +7 (+4 eff.) Physical save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
Inventory
Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
dwarven-steel dagger (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Normal] Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
warden's ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +2 Mag offense ------ Damage +9% temporal +9% physical Ignore resists +9% temporal +11% physical other ------- Reload +3 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
truestriking dwarven-steel longsword of projection (25-35 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego++] Master/Psionic Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +7% physical Accuracy +8 (+4 eff.) Ignore Armor +7 Sharp, long, and deadly. |
ash starstaff (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
deep-steel trident of massacre (38-62 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego] Master Weapon Damage 38.5 - 61.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing dwarven-steel waraxe (21-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 92 damage One-handed war axes. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
grounding pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego] Arcane/Nature While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Resistance +5% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 A pair of boots made of leather. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 7 arcane Damage +4% arcane defense ------ Armor +2 Fatigue +3% Resistance +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Hornet Stingers (16/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical 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. |
3 onyx0.0 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. |
opal0.0 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Masuka the Lich the Engineered Necromancer level 15
2nd Haze 122nd year of Ascendancy at 16:01 see stats
Exterminator
Killed 1000 creatures.By Masuka the Lich the Engineered Necromancer level 14
46th Dusk 122nd year of Ascendancy at 04:07 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Masuka the Lich the Engineered Necromancer level 21
42nd Haze 122nd year of Ascendancy at 04:48 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Masuka the Lich the Engineered Necromancer level 20
35th Haze 122nd year of Ascendancy at 09:50 see stats
Level 10
Got a character to level 10.By Masuka the Lich the Engineered Necromancer level 10
10th Mirth 122nd year of Ascendancy at 20:48 see stats
Level 20
Got a character to level 20.By Masuka the Lich the Engineered Necromancer level 20
33rd Haze 122nd year of Ascendancy at 19:33 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Masuka the Lich the Engineered Necromancer level 18
21st Haze 122nd year of Ascendancy at 04:52 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Masuka the Lich the Engineered Necromancer level 15
59th Dusk 122nd year of Ascendancy at 14:15 see stats
The secret city
Discovered the truth about mages.By Masuka the Lich the Engineered Necromancer level 13
22nd Dusk 122nd year of Ascendancy at 00:01 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Masuka the Lich the Engineered Necromancer level 16
9th Haze 122nd year of Ascendancy at 02:38 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Masuka the Lich the Engineered Necromancer level 19
31st Haze 122nd year of Ascendancy at 11:49 see stats
Unstoppable
Returned from the dead.By Masuka the Lich the Engineered Necromancer level 22
51st Haze 122nd year of Ascendancy at 23:21 see stats
Log
Masuka the Lich hits Armoured skeleton warrior for 7 physical, 2 mind (9 total damage).
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior hits Masuka the Lich for 67 physical, 97 physical (164 total damage).
Melee retaliation hits Armoured skeleton warrior for 1 light, 1 light (2 total damage).
Armoured skeleton warrior is no longer out of phase.
Orc necromancer's Hiemal Shield hits Masuka the Lich for 16 cold damage.
Orc necromancer calms down.
Orc cryomancer is free from the ice.
Orc necromancer's spell attains critical power!
Orc necromancer is no longer inspired.
Orc necromancer is no longer ethereal.
Armoured skeleton warrior slows down.
Armoured skeleton warrior stops bleeding.
Armoured skeleton warrior is no longer out of phase.
Armoured skeleton warrior slows down.
Armoured skeleton warrior stops bleeding.
Armoured skeleton warrior is no longer out of phase.
Orc necromancer hits Armoured skeleton warrior for 160 darkness damage.
Bleeding from Masuka the Lich hits Orc necromancer for (18 absorbed), 0 physical (0 total damage).
Bleeding from Masuka the Lich hits Orc necromancer for (12 absorbed), 6 physical (6 total damage).
Bleeding from Masuka the Lich hits Orc blood mage for 17 physical damage.
Orc cryomancer uses Orcish Fury.
Orc cryomancer enters a state of bloodlust.
Armoured skeleton warrior is free from the ice.
Armoured skeleton warrior is free from the ice.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Melee retaliation hits Armoured skeleton warrior for 1 light damage.
Armoured skeleton warrior hits Masuka the Lich for 91 physical damage.
Masuka the Lich the level 22 engineered necromancer was ground to death by an armoured skeleton warrior on level 2 of Dreadfell.























































































