Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.2.0Donators/Buyers bonus! Marson's UI Modifications 1.2.2v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Marson's Autoexplore & Rest Tweaks 1.2.0v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: ZOmnibus Addon Pack 1.2.0Combines 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: Stone Wardens DLC Class 1.2.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 27 / 86% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 14 on the 54th Dusk 122nd year of Ascendancy at 03:24 0 / 8Killed by skeleton mage at level 15 on the 66th Dusk 122nd year of Ascendancy at 18:29 Killed by Velanne the elven guard at level 15 on the 76th Dusk 122nd year of Ascendancy at 13:45 Killed by Velalravena the vampire at level 24 on the 10th Regrowth 123rd year of Ascendancy at 01:35 Killed by Velalravena the vampire at level 24 on the 10th Regrowth 123rd year of Ascendancy at 09:19 Killed by Late at level 25 on the 20th Regrowth 123rd year of Ascendancy at 23:02 Killed by skeleton mage at level 25 on the 62nd Regrowth 123rd year of Ascendancy at 09:12 Killed by Xigalaith the boiling horror at level 27 on the 30th Dusk 123rd year of Ascendancy at 17:15 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 28 (base 26) |
Constitution | 14 (base 10) |
Magic | 78 (base 58) |
Willpower | 43 (base 22) |
Cunning | 27 (base 11) |
Resources
Life | -44/583 |
Mana | 550/560 |
Negative | 128/128 |
Souls | 10/10 |
Healing Factor | 0.31 |
Regeneration | 0.5735 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 5 |
Infravision | 12 |
See Stealth | 5 |
See Invisible | 20 |
Offense: Mainhand
Damage | 60 |
Accuracy | 21 |
Crit Chance | 6% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65.25 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 30.45 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 17.3 |
Ranged Defense | 17.3 |
Fatigue | 3 |
Physical Save | 27.725 |
Spell Save | 54.45 |
Mental Save | 57.166666666667 |
Defense: Resistances
All | 0%( 85%) |
Defense: Immunities
Stun Resistance | 80% |
Bleed Resistance | 100% |
Confusion Resistance | 40% |
Fear Resistance | 100% |
Knockback Resistance | 0% |
Poison Resistance | 100% |
Blind Resistance | 64% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 110.85 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 44. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 82.39 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. |
Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 72.97 to 218.92 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Shades | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Effects
talent | Chant of Fortress |
talent | Necrotic Aura |
detrimental effect | The target's final doom is drawing near, reducing healing factor by 100% and dealing 67.93 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
beneficial effect | Darkness damage increased by 15%. Born into Magic |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
detrimental effect | The target is on fire, taking 88.29 fire damage per turn. Burning |
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. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice 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 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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 85. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed electric eel tail. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * '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.' * You've found the needed vial of squid ink. * You've found the needed honey tree root. | 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 within19 lumberjacks have died. | 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 | Zereblek the pair of dwarven-steel boots (0 def, 11 armour) Zereblek the pair of dwarven-steel boots (0 def, 11 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +1 Dex / +2 Con Only die when reaching: -20.00 life Maximum life: +30.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +5 See stealth: +5 See invisible: +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. |
On head | Lorudunarab the cashmere wizard hat (2 def, 4 armour) Lorudunarab the cashmere wizard hat (2 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 Reduces incoming crit damage: 15.00% Physical save: +9 Mental save: +20 Mana each turn: +1.20 Mana when hit: +1.80 Maximum mana: +73.00 Spellpower: +7 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Furnacegrind the elven-wood wand of conjuration [power 325] (10 cooldown) Furnacegrind the elven-wood wand of conjuration [power 325] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% fire Changes resistances penetration: +20% lightning / +5% fire Changes damage: +9% fire Talent granted: +4 Strike It can be used to fire a bolt of a random element (dam 162-325), placing all other charms into a 10 cooldown. When used: 100% chance to regenerate 6 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Flowerbiter the steel ring Flowerbiter the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun Changes resistances: +3% nature Changes damage: +9% nature Life regen: +1.60 Maximum life: +95.00 Healing mod.: +31% Rings can have magical properties. |
On fingers | Shadewedge the steel ring =9% Dark= Shadewedge the steel ring =9% Dark=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +5 Wil / +5 Mag Changes resistances penetration: +5% blight Changes damage: +9% darkness Spellpower: +6 Rings can have magical properties. |
Around waist | Neira's Memory Neira's MemoryRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personal shield, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. This item has been sent to the Item's Vault. |
In main hand | Sceptre of the Archlich (40-48 power, 12 apr, physical element) Sceptre of the Archlich (40-48 power, 12 apr, physical element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.10 Spell / Advanced necrotic minions +0.20 Celestial / Star fury +0.20 Spell / Nightfall Spell save: +10 Mental save: +10 Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +40 Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. |
On hands | Emyrawe the hardened leather gloves (0 def, 2 armour) Emyrawe the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Cun / +3 Mag Changes resistances: +7% light / +7% darkness Critical mult.: +6.00% Maximum life: +40.00 Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.3 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 128.81 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Chalodokan the woollen robe (0 def, 0 armour) Chalodokan the woollen robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil / +5 Mag Changes resistances: +11% mind / +6% temporal / +11% darkness / +3% nature Changes resistances penetration: +5% acid Changes damage: +7% all Physical save: +11 Spell save: +11 Mental save: +21 Mana each turn: +0.13 Psi each turn: +0.10 Spellpower: +10 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Sunidol the linen cloak (1 def, 0 armour) Sunidol the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +2 Con Changes resistances: +6% light / +6% fire Changes damage: +3% fire Physical save: +6 Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Gilidas =54% Blind= Gilidas =54% Blind=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Cun Changes resistances: +3% acid / +18% light / +13% darkness Reduces incoming crit damage: 10.00% Blindness immunity: +54% Infravision radius: +8 Sight radius: +4 See invisible: +14 Amulets can have magical properties. |
Inventory
manasurge rune of the wizard (1033% regen over 10 turns; 52 instant mana) manasurge rune of the wizard (1033% regen over 10 turns; 52 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1033% over 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 108) teleportation rune of the wizard (range 108)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 108 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 80 for 4 turns) shielding rune (absorb 80 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 80 damage for 4 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet 'Eremireldil' copper amulet 'Eremireldil'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes damage: +3% arcane Reduces incoming crit damage: 5.00% Blindness immunity: +13% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
starlit copper amulet of strength (+3) =3 Str= starlit copper amulet of strength (+3) =3 Str=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% light / +12% darkness Blindness immunity: +21% Amulets can have magical properties. |
Daneth's Neckguard =6 Str/6 Con= Daneth's Neckguard =6 Str/6 Con=Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. 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. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 192 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Eriruihor the Heatwoe Eriruihor the HeatwoeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% fire / +10% light / +14% darkness Changes damage: +12% arcane Blindness immunity: +25% Amulets can have magical properties. |
Scaldsorrow =29% Confusion= Scaldsorrow =29% Confusion=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning / 8 fire Changes resistances: +13% mind / +6% fire Changes damage: +9% fire Confusion immunity: +29% Amulets can have magical properties. |
grounding gold amulet of dexterity (+4) =25% Stim= grounding gold amulet of dexterity (+4) =25% Stim=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +16% lightning Stun/Freeze immunity: +25% Amulets can have magical properties. |
grounding gold amulet of strength (+3) =3 Str/25% Stun= grounding gold amulet of strength (+3) =3 Str/25% Stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +16% lightning Stun/Freeze immunity: +25% Amulets can have magical properties. |
Aeruldamira the Breezewreath Aeruldamira the BreezewreathInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +3 Rings can have magical properties. |
Armilekor ArmilekorInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes stats: +3 Wil Changes resistances: +6% blight / +6% temporal / +6% nature Mental save: +6 Poison immunity: +11% Disease immunity: +12% Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
Blindwisp BlindwispPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 Armour: +8 Effects on melee hit: * 14% chance to blind Effects on ranged hit: * 16% chance to blind Damage when hit (Melee): 8 light Changes stats: +4 Str / +5 Dex / +5 Cun Changes resistances penetration: +10% temporal Changes damage: +6% temporal Rings can have magical properties. |
Camyrain CamyrainInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +24 Changes stats: +9 Dex / +1 Wil / +5 Cun Changes resistances: +26% fire Changes damage: +13% fire Physical save: +6 Maximum life: +10.00 Rings can have magical properties. |
psionicist's steel ring psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring of darkness (+24%) steel ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
titan's steel ring of nature (+24%) =2 Con= titan's steel ring of nature (+24%) =2 Con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% nature Changes damage: +12% nature Physical save: +4 Rings can have magical properties. |
mule's gold ring of arcana(+0.15/turn) =20% Silence= mule's gold ring of arcana(+0.15/turn) =20% Silence=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Maximum encumbrance: +23 Silence immunity: +20% Mana each turn: +0.15 Rings can have magical properties. |
mule's gold ring of perseverance =24% Stun= mule's gold ring of perseverance =24% Stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +23 Stun/Freeze immunity: +24% Life regen: +1.60 Rings can have magical properties. |
titan's gold ring of corrosion (+24%) =4 Con= titan's gold ring of corrosion (+24%) =4 Con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% acid Changes damage: +12% acid Physical save: +8 Rings can have magical properties. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Purefurnace the rough leather belt Purefurnace the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag / +2 Con Changes damage: +6% nature Reduces incoming crit damage: 5.00% Mana each turn: +0.11 Maximum mana: +25.00 Infravision radius: +1 A belt that goes around your waist. |
Filthbender the hardened leather belt =5 Con= Filthbender the hardened leather belt =5 Con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 Effects on melee hit: * Slows global speed by 15% * 15% chance to daze Damage when hit (Melee): 16 nature Changes stats: +3 Str / +5 Con Changes resistances: +6% nature Physical save: +8 Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Emeluvea' =Stat= hardened leather belt 'Emeluvea' =Stat=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 8 acid Changes stats: +5 Str / +5 Dex / +4 Wil / +2 Cun Changes resistances penetration: +5% acid Physical save: +13 Spell save: +13 Mental save: +13 A belt that goes around your waist. |
No darkness. (3 def, 0 armour) No darkness. (3 def, 0 armour)Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +5 Cun / +10 Wil Changes resistances: +23% darkness / +9% fire Changes resistances penetration: +15% acid / +19% darkness / +10% light Changes damage: +24% darkness Stealth bonus: +18 Spell save: +12 Mental save: +15 Maximum life: +60.00 Mental crit. chance: +8% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
rough leather cap 'Arotta' (0 def, 3 armour) =4 Str= rough leather cap 'Arotta' (0 def, 3 armour) =4 Str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 Armour: +3 Fatigue: +1% Changes stats: +4 Str Maximum life: +20.00 Infravision radius: +2 A cap made of leather. |
rough leather cap 'Gligata' (0 def, 1 armour) rough leather cap 'Gligata' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% cold / +11% light / +11% darkness Poison immunity: +10% Only die when reaching: -80.00 life A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) =5 Con= Steel Helm of Garkul (0 def, 6 armour) =5 Con=Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Velynne the cashmere wizard hat (2 def, 0 armour) Velynne the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +19% darkness / +3% temporal Changes damage: +13% darkness Physical save: +25 Pinning immunity: +15% A pointy cloth hat, very wizardly... |
prismatic dwarven-steel helm of the depths (0 def, 4 armour) =Water BReathing= prismatic dwarven-steel helm of the depths (0 def, 4 armour) =Water BReathing=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +12% cold / +14% light / +14% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 115 power out of 115/115. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 40 turns) woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Amyrin' (dig speed 25 turns) dwarven-steel pickaxe 'Amyrin' (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 Changes stats: +2 Str / +3 Dex Changes resistances: +3% physical Blindness immunity: +20% Cut immunity: +5% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Achievements
By Late the Lich Necromancer level 27
17th Dusk 123rd year of Ascendancy at 16:09 see stats
By Late the Higher Necromancer level 21
43rd Haze 122nd year of Ascendancy at 10:03 see stats
By Late the Lich Necromancer level 27
17th Dusk 123rd year of Ascendancy at 16:09 see stats
By Late the Higher Necromancer level 25
20th Regrowth 123rd year of Ascendancy at 13:53 see stats
By Late the Higher Necromancer level 10
7th Dusk 122nd year of Ascendancy at 01:43 see stats
By Late the Higher Necromancer level 20
18th Haze 122nd year of Ascendancy at 03:22 see stats
By Late the Higher Necromancer level 25
20th Regrowth 123rd year of Ascendancy at 23:02 see stats
By Late the Lich Necromancer level 25
59th Regrowth 123rd year of Ascendancy at 13:23 see stats
By Late the Higher Necromancer level 10
7th Dusk 122nd year of Ascendancy at 18:13 see stats
By Late the Higher Necromancer level 12
17th Dusk 122nd year of Ascendancy at 22:00 see stats
By Late the Lich Necromancer level 27
13rd Dusk 123rd year of Ascendancy at 11:02 see stats
By Late the Higher Necromancer level 18
10th Haze 122nd year of Ascendancy at 02:09 see stats
Log
Impending Doom from Xigalaith the boiling horror hits Late for 38 arcane damage.
Impending Doom from Xigalaith the boiling horror hits Late for 38 arcane damage.
Xigalaith the boiling horror casts Blastwave.
Late is on fire!
Late is knocked back!
Xigalaith the boiling horror hits Late for 69 fire damage.
Late stops regenerating health quickly.
Xigalaith the boiling horror's cleansing fire area effect hits Xigalaith the boiling horror for 42 fire damage.
Impending Doom from Xigalaith the boiling horror hits Late for 38 arcane damage.
Burning from Xigalaith the boiling horror hits Late for 23 fire damage.
Xigalaith the boiling horror casts Flame.
Xigalaith the boiling horror's spell attains critical power!
Late shrugs off the critical damage!
Xigalaith the boiling horror hits Late for 126 fire damage.
Xigalaith the boiling horror's cleansing fire area effect hits Xigalaith the boiling horror for 42 fire damage.
Impending Doom from Xigalaith the boiling horror hits Late for 38 arcane damage.
Burning from Xigalaith the boiling horror hits Late for 78 fire damage.
Xigalaith the boiling horror casts Fireflash.
Xigalaith the boiling horror's spell attains critical power!
Late casts Invoke Darkness.
Late's spell attains critical power!
Late hits Xigalaith the boiling horror for 547 darkness damage.
Xigalaith the boiling horror's cleansing fire area effect hits Xigalaith the boiling horror for 42 fire damage.
Talent Create Minions is ready to use.
Saving game...