Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Tinker vs. Tinker 1.7.0Enemies can only spawn as steamclasses if you have tinkers yourself. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Pre-Paid Hiemal Shield 1.7.0If you capture a soul via Soul Leech (or other method) while you are at maximum soul capacity and your Hiemal Shield is depleted, allows you to store the soul in a temporary Hiemal Buffer to be used to pay the soul cost the next time your Hiemal Shield regenerates (normal mana costs still apply). Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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: Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.7.0Donators/Buyers bonus! Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
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. Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Starter Martial Potion 1.7.4Gives a Potion of Martial Prowess at character creation (currently limited to Wanderer and Adventurer since I could not figure out how to make it work without specifying classes). |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Necromancer |
Level / Exp | 16 / 74% |
Size | medium |
Lifes / Deaths | Killed by Vorosevea the sandworm at level 16 on the 33rd Dusk 122nd year of Ascendancy at 20:02 / 1 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 11 (base 11) |
Magic | 40 (base 39) |
Willpower | 26 (base 20) |
Cunning | 30 (base 27) |
Resources
Life | -175/239 |
Mana | 155/394 |
Psi | 116/116 |
Soul | 12/12 |
Healing Factor | 1.0097162075846 |
Regeneration | 0.25242905189616 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 3 |
Infravision | 7 |
See Stealth | 26.446758763835 |
See Invisible | 26.446758763835 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 16 |
Accuracy | 10 |
Crit Chance | 12% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Light | +4% |
Blight | +9% |
Physical | +3% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 26 |
Mental Save | 37 |
Defense: Resistances
Mind | + 27%( 70%) |
Nature | + 23%( 70%) |
Light | + 22%( 70%) |
Temporal | + 23%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 24%( 70%) |
Fire | + 27%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Instadeath Resistance | 100% |
Confusion Resistance | 46% |
Knockback Resistance | 81% |
Pinning Resistance | 20% |
Poison Resistance | 11% |
Blind Resistance | 38% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: BlinkUse mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 2/5 |
| 2/5 |
| 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 |
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 Vision (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Mind Sear (+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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 within3 lumberjacks have died. | done |
Equipment
On feet | Kheloldir the pair of hardened leather boots (0 def, 5 armour) Kheloldir the pair of hardened leather boots (0 def, 5 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Physical Crit +3.0% Damage +3% physical Accuracy +5 (+5 eff.) Ignore Armor +1 defense ------ Armor +5 Fatigue -5% Physical save +14 (+7 eff.) Spell save +5 (+3 eff.) Mind save +11 (+5 eff.) other ------- Encumbrance +24 Infravision +1 A pair of boots made of leather. |
Light source | scorching brass lantern scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 13 fire defense ------ Resistance +5% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Ragurain the rough leather cap (0 def, 3 armour) Ragurain the rough leather cap (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil offense ------ Mindpower +15 (+7 eff.) Ignore resists +15% mind defense ------ Armor +3 Fatigue +1% Resistance +6% temporal other ------- Infravision +2 A cap made of leather. |
Tool | ash totem of healing [power 200] (10/13 cooldown) ash totem of healing [power 200] (10/13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | treant's steel ring of clarity treant's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Psionic While equipped: defense ------ Resistance +6% nature +7% blight Mind save +8 (+4 eff.) Poison Resist +11% Disease Resist +13% Confus Resist +25% Rings make your fingers look great! |
On fingers | copper ring 'Radhusta' copper ring 'Radhusta'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil offense ------ Spell Crit +1% Spellpower/crit +6 defense ------ Life +20.00 Disarm Resist +23% Pinning Resist +20% Knockbk Resist +21% other ------- Max mana +60.00 Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | surging ash bonestaff of might (15-18 power, 3 apr, darkness element) surging ash bonestaff of might (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane 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 +8% Spellpower +6 (+2 eff.) Spellpower/crit +2 Damage +15% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves 'Balindur' (5 def, 1 armour) rough leather gloves 'Balindur' (5 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 5 light Damage +4% light +9% blight defense ------ Armor +1 Defense +5 (+4 eff.) Resistance +5% light Crit Resistance 15.00% other ------- Mana-on-crit +1.00 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. |
Main armor | mindwoven woollen robe of Linaniil (0 def, 0 armour) mindwoven woollen robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Spell Crit +6% Mind Crit +3% Spellpower +16 (+6 eff.) Mindpower +3 (+1 eff.) defense ------ Resistance +9% all Mind save +17 (+7 eff.) other ------- Mana/turn +0.13 Max mana +49.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Emelurisethra (12 def, 0 armour) Emelurisethra (12 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% mind defense ------ Defense +12 (+7 eff.) Resistance +6% fire Physical save +6 (+3 eff.) Unlife -20.00 life Knockbk Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | clarifying copper amulet clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Confus Resist +21% Amulets make your neck look great! |
Inventory
heroism infusion of the warrior (die at -317; dur 6; cd 25) heroism infusion of the warrior (die at -317; dur 6; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -317 life. The duration and life will increase by 1% for every 1% life you have lost (currently 866 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 538%; cd 17) movement infusion of the psychic (speed 538%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 538% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 50; cd 18) shatter afflictions rune of the sneak (absorb 50; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 259; dur 5; cd 14) shielding rune of the psychic (absorb 259; dur 5; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 259 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
savior's copper amulet of murder savior's copper amulet of murder0.1 Encumbrance T1 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +10.00% Accuracy +6 (+6 eff.) Ignore Armor +11 defense ------ Physical save +10 (+5 eff.) Spell save +12 (+6 eff.) Mind save +11 (+5 eff.) Amulets make your neck look great! |
copper citrine ring copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% defense ------ Resistance +5% nature +6% blight Poison Resist +12% Disease Resist +11% Rings make your fingers look great! |
copper ring of the mountain (+11%) copper ring of the mountain (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +11% physical Rings make your fingers look great! |
titan's copper ring titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
Nightmortal Nightmortal0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Mag +8 Wil +4 Cun offense ------ Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) Damage +11% fire Ignore resists +15% darkness When Hit 4 cold defense ------ Resistance +6% cold +22% fire Rings make your fingers look great! |
elm starstaff (10-12 power, 2 apr, physical element) elm starstaff (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff of might (13-16 power, 2 apr, lightning element) potent elm magestaff of might (13-16 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +5 (+2 eff.) Damage +13% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of illumination (15-18 power, 3 apr, light element) shimmering ash starstaff of illumination (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Nature 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 defense ------ Defense +5 (+4 eff.) other ------- Mana/turn +0.12 Max mana +39.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 92.29 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Beradunadin' (20-24 power, 4 apr, lightning element) yew magestaff 'Beradunadin' (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature 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 +1 Cun offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% lightning defense ------ Armor +4 Defense +7 (+5 eff.) Resistance +9% nature Life Regen +4.00 Healmod +10% Disease Resist +10% Silence Resist +10% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 68.53 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of might (20-24 power, 4 apr, physical element) yew starstaff of might (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane 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: offense ------ Spell Crit +8% Spellpower +9 (+3 eff.) Damage +20% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
vined mindstar (5-6 power, 18 apr, nature damage) vined mindstar (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fungal ash longbow of enduring fungal ash longbow of enduring4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +11 Con +11 Wil defense ------ Life +20.00 other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 102 life over 5 turns Puts all charms on 17 turn cooldown Longbows are used to shoot arrows at your foes. |
Silk Current (12 def, 0 armour) 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 (+7 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. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour (6 def, 4 armour) cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Normal] While equipped: defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +7% A suit of armour made of leather. |
Ravenkin the drakeskin leather armour (20 def, 8 armour) Ravenkin the drakeskin leather armour (20 def, 8 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Random Unique] Arcane/Nature While equipped: offense ------ On-Hit 16 acid 16 fire Ignore resists +15% darkness +20% lightning When Hit 10 acid 12 fire 2 darkness defense ------ Armor +8 Defense +20 (+11 eff.) Fatigue +8% Resistance +27% acid +11% fire +3% lightning Life +60.00 A suit of armour made of leather. |
Getydan the Eclipsewilter Getydan the Eclipsewilter1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +9% nature +3% darkness Ignore resists +5% lightning Against +15% Summoned When Hit 6 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Resistance +3% darkness Resist Against +19% Summoned A belt that goes around your waist. |
Tundrabait the cashmere cloak (2 def, 7 armour) Tundrabait the cashmere cloak (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Mag +1 Wil +4 Con offense ------ Damage +3% cold Ignore resists +10% physical Accuracy +10 (+9 eff.) defense ------ Armor +7 Defense +2 (+2 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gerohek (10 def, 3 armour) Gerohek (10 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Cun +1 Wil offense ------ Critical power +5.00% defense ------ Armor +3 Defense +10 (+6 eff.) Fatigue -3% Physical save +5 (+3 eff.) other ------- Encumbrance +23 Max stamina +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
linen wizard hat 'Emuyada' (1 def, 0 armour) linen wizard hat 'Emuyada' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Str +2 Dex offense ------ Mind Crit +1% Damage +10% darkness defense ------ Defense +1 (+1 eff.) Resistance +15% darkness A pointy cloth hat, very wizardly... |
Mucktreason the rough leather cap (0 def, 1 armour) Mucktreason the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +6% mind Ignore resists +5% nature When Hit 8 mind On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- Breathe water A cap made of leather. |
3 nuummite 3 nuummite0.0 Encumbrance T1 black gem [Normal] While equipped: Stun Resist +20% Item imbue powers: Stun Resist +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 agate 2 agate0.0 Encumbrance T1 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
5 verdite 5 verdite0.0 Encumbrance T1 green gem [Normal] While equipped: Damage +2% all Defense +10 (+6 eff.) Item imbue powers: Damage +2% all Defense +10 (+6 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 Encumbrance T1 red gem [Normal] While equipped: Combat Speed +2% Spell Speed +2% Mind Speed +2% Item imbue powers: Combat Speed +2% Spell Speed +2% Mind Speed +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 tiny geode 4 tiny geode0.0 Encumbrance T1 stone gem [Normal] While equipped: Life Regen +0.50 Healmod +10% Stamina/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: Life Regen +0.50 Healmod +10% Stamina/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 Encumbrance T1 violet gem [Normal] While equipped: Critical power +2.00% Ignore resists +2% all Item imbue powers: Critical power +2.00% Ignore resists +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.0 Encumbrance T1 white gem [Normal] While equipped: Armor +5 Resistance +1% all Item imbue powers: Armor +5 Resistance +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.0 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. |
5 malachite 5 malachite0.0 Encumbrance T2 green gem [Normal] While equipped: Damage +4% all Defense +15 (+9 eff.) Item imbue powers: Damage +4% all Defense +15 (+9 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 carnelian 3 carnelian0.0 Encumbrance T2 red gem [Normal] While equipped: Combat Speed +4% Spell Speed +4% Mind Speed +4% Item imbue powers: Combat Speed +4% Spell Speed +4% Mind Speed +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
small geode small geode0.0 Encumbrance T2 stone gem [Normal] While equipped: Life Regen +1.00 Healmod +10% Stamina/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: Life Regen +1.00 Healmod +10% Stamina/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Critical power +4.00% Ignore resists +4% all Item imbue powers: Critical power +4.00% Ignore resists +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
172 alchemist agate 172 alchemist agate0.0 Encumbrance T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Galespawner the alchemist's lamp Galespawner the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +8% mind +18% lightning Ignore resists +25% darkness defense ------ Resistance +18% lightning other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Silebeth' alchemist's lamp 'Silebeth'1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Wil offense ------ Physical Crit +2.0% Critical power +20.00% Ignore resists +15% mind +5% physical defense ------ Physical save +10 (+5 eff.) Healmod +14% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+4 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 121.41 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
cleansing steel torque of gale force [power 170] (10/13 cooldown) cleansing steel torque of gale force [power 170] (10/13 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Arosemira [power 248] (10/13 cooldown) Arosemira [power 248] (10/13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +9% mind Ignore Armor +4 defense ------ Armor +6 Resistance +3% mind other ------- Psi when Hit +0.04 Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 13 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing ash wand of clairvoyance [power 10] (10/13 cooldown) piercing ash wand of clairvoyance [power 10] (10/13 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 58 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Caodyd the Higher Necromancer level 11
1st Flare 122nd year of Ascendancy at 18:28 see stats
By Caodyd the Higher Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 03:11 see stats
By Caodyd the Higher Necromancer level 7
78th Pyre 122nd year of Ascendancy at 02:28 see stats
By Caodyd the Higher Necromancer level 7
76th Pyre 122nd year of Ascendancy at 09:06 see stats
By Caodyd the Higher Necromancer level 13
20th Dusk 122nd year of Ascendancy at 17:37 see stats
Log
Caodyd's spell attains critical power!
Caodyd is surging arcane power.
Caodyd unleashes a blast of frostdusk as she crosses the veil!
You collect a new ingredient: sandworm tooth (1).
Caodyd hits Vorosevea the sandworm for 42 cold damage.
Caodyd hits Xemina the gelatinous cube for (8 flat reduction), 44 cold, (8 flat reduction), 37 darkness (81 total damage).
Caodyd hits Yvivea the sandworm destroyer for 45 cold, 45 darkness (91 total damage).
--------------------------------
Caodyd killed Vorosevea the sandworm!
Caodyd picks up (v.): Tundrabait the cashmere cloak (2 def, 7 armour).
Lord of Skulls (mage) casts Flame.
Xemina the gelatinous cube throws a finishing uppercut.
Melee retaliation hits Xemina the gelatinous cube for (8 flat reduction), 0 fire (0 total damage).
Xemina the gelatinous cube hits Caodyd for 61 physical, 2 lightning (63 total damage).
Xemina the gelatinous cube is on fire!
Bleeding from Vorosevea the sandworm hits Caodyd for 19 physical damage.
Deadly Poison from Vorosevea the sandworm hits Caodyd for 14 nature damage.
Poison from Vorosevea the sandworm hits Caodyd for 11 nature damage.
Lord of Skulls (mage)'s Flame hits Xemina the gelatinous cube for (8 flat reduction), 55 fire (55 total damage).
Armoured skeleton warrior uses Block.
Burning from Lord of Skulls (mage) hits Xemina the gelatinous cube for (8 flat reduction), 13 fire (13 total damage).
Poison bursts out of Caodyd's corpse!
Caodyd feels pain again.
Talent Infusion: Regeneration is ready to use.
Talent Ghost Walk is ready to use.
Talent Dig is ready to use.
Deadly Poison from Vorosevea the sandworm hits Caodyd for 14 nature damage.
Poison from Vorosevea the sandworm hits Caodyd for 11 nature damage.
Caodyd the level 16 higher necromancer was splurged to death by Vorosevea the sandworm on level 3 of Sandworm lair.