Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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. 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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 24 / 45% |
Size | medium |
Lifes / Deaths | Killed by Vorikira the cold drake at level 24 on the 24th Regrowth 123rd year of Ascendancy at 05:45 / 2Killed by Vorikira the cold drake at level 24 on the 24th Regrowth 123rd year of Ascendancy at 05:47 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 16 (base 10) |
Magic | 61 (base 54) |
Willpower | 53 (base 49) |
Cunning | 29 (base 11) |
Resources
Life | -191/484 |
Mana | 514/519 |
Healing Factor | 1.0545771506545 |
Regeneration | 4.4819528902816 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 27 |
Accuracy | 10 |
Crit Chance | 13% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +23% |
Temporal | +21% |
Arcane | +37% |
Mind | +14% |
All | +8% |
Offense: Damage Penetration
Nature | +20% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 51 |
Mental Save | 20 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 16%( 70%) |
All | + 11%( 70%) |
Lightning | + 19%( 70%) |
Physical | + 12%( 70%) |
Darkness | + 24%( 70%) |
Mind | + 16%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Silence Resistance | 42% |
Bleed Resistance | 10% |
Confusion Resistance | 43% |
Pinning Resistance | 0% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 405 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (65 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous 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 81 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 Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | 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 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 have explored the Sandworm Lair and vanquished their Queen. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed chunk of ghoul flesh. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within12 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 | undeterred pair of rough leather boots (0 def, 1 armour) undeterred pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +22% Confus Resist +23% Stun Resist +21% A pair of boots made of leather. |
Light source | brass lantern 'Balanarilatharain' brass lantern 'Balanarilatharain'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Cun offense ------ Mindpower +5 (+1 eff.) Damage +3% mind On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Resistance +6% blight other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
Tool | Mardalathakhad [power 2] (25 cooldown) Mardalathakhad [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +3% lightning +3% cold +5% arcane +9% acid Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 36. 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Runuthel the Carrionhunt Runuthel the Carrionhunt0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+2 eff.) Damage +3% lightning Ignore resists +20% nature defense ------ Resistance +3% nature Crit Resistance 10.00% Physical save +9 (+4 eff.) Unlife -60.00 life Cut Resist +10% Rings make your fingers look great! |
On fingers | warrior's steel ring of arcana (+0.15/turn) warrior's steel ring of arcana (+0.15/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str defense ------ Armor +8 Silence Resist +20% other ------- Mana/turn +0.15 Rings make your fingers look great! |
Around waist | hardened leather belt 'Emelima' hardened leather belt 'Emelima'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +9.00% Physical Power +4 (+2 eff.) defense ------ Resistance +5% arcane Spell save +18 (+6 eff.) Unlife -60.00 life Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
In main hand | Vorithra the Arctide (19-23 power, 3 apr, arcane element) Vorithra the Arctide (19-23 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 19.0 - 22.8 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 +10% Critical power +14.00% Spellpower +21 (+7 eff.) Damage +19% arcane +12% lightning Ignore resists +10% lightning When Hit 6 lightning defense ------ Resistance +6% lightning other ------- Mana/turn +0.14 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves 'Berudas' (0 def, 1 armour) rough leather gloves 'Berudas' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Dex offense ------ On-Hit 5 mind Damage +3% mind defense ------ Armor +1 Resistance +1% physical +6% mind +3% cold Life +80.00 Life Regen +4.00 other ------- Stamina/turn +3.00 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 | timebroken cashmere robe of power (0 def, 0 armour) timebroken cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +15 (+5 eff.) Damage +10% temporal +10% arcane +8% all defense ------ Resistance +11% all other ------- Max mana +43.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | cashmere cloak 'Mayewen' (2 def, 0 armour) cashmere cloak 'Mayewen' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +4 Dex +4 Mag +1 Con offense ------ Damage +3% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +2 (+2 eff.) Resistance +5% arcane Life +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Fanged Collar Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+5 eff.) Mind save -7 (-6 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
Khelysus Khelysus0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +9% acid +10% light +11% darkness Spell save +3 (+1 eff.) Blind Resist +21% Amulets make your neck look great! |
insulating copper amulet of constitution (+3) =Con= insulating copper amulet of constitution (+3) =Con=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% fire +12% cold Amulets make your neck look great! |
Unryrim the Woevenom Unryrim the Woevenom0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +6 Wil offense ------ Ignore resists +25% darkness defense ------ Resistance +9% temporal +10% mind +5% arcane Physical save +12 (+6 eff.) Spell save +13 (+4 eff.) Mind save +10 (+5 eff.) Confus Resist +23% Amulets make your neck look great! |
Crackledredge the copper ring Crackledredge the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun offense ------ Damage +15% lightning defense ------ Resistance +3% blight +3% fire +3% darkness Life +20.00 Disarm Resist +24% Pinning Resist +21% Knockbk Resist +23% other ------- Light +1 Rings make your fingers look great! |
Burnreign the iron waraxe (11-15 power, 2 apr) Burnreign the iron waraxe (11-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 light Damage Against +8% Undead On-Hit, radius 1 +16 acid On-crit, radius 2 +16 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 26 While equipped: offense ------ Damage +6% blight Ignore resists +25% acid When Hit 8 fire One-handed war axes. |
stormwoven linen robe (0 def, 0 armour) =stats= stormwoven linen robe (0 def, 0 armour) =stats=2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +5 Str +4 Mag +5 Wil offense ------ Damage +6% lightning +6% physical +5% cold defense ------ Resistance +5% lightning +6% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Olarin' (0 def, 0 armour) =silence res= woollen robe 'Olarin' (0 def, 0 armour) =silence res=2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Damage +13% lightning +10% cold defense ------ Resistance +22% lightning +11% darkness +15% cold +10% mind +9% all Crit Resistance 5.00% Physical save +12 (+6 eff.) Spell save +10 (+3 eff.) Mind save +22 (+11 eff.) Life Regen +4.00 Silence Resist +20% Pinning Resist +10% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arthirab the Firekiller (33 def, 2 armour) =def= Arthirab the Firekiller (33 def, 2 armour) =def=9.0 Encumbrance T1 light armor [Rare] Psionic While equipped: offense ------ Ignore Armor +2 defense ------ Armor +2 Defense +33 (+23 eff.) Fatigue +6% Resistance +6% mind +6% fire Physical save +9 (+4 eff.) Mind save +12 (+6 eff.) A suit of armour made of leather. |
Airwell the rough leather belt =stats= Airwell the rough leather belt =stats=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str +2 Dex +4 Wil +6 Cun offense ------ Against +18% Summoned defense ------ Resistance +12% lightning Crit Resistance 5.00% Resist Against +17% Summoned A belt that goes around your waist. |
rough leather belt 'Sparkvengeance' =def= rough leather belt 'Sparkvengeance' =def=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Power +15 (+8 eff.) Damage +3% lightning Ignore Armor +2 On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 defense ------ Defense +20 (+17 eff.) Life +33.00 other ------- Stamina/turn +3.00 A belt that goes around your waist. |
Unredukhad the Weepspitter (1 def, 0 armour) =str con= Unredukhad the Weepspitter (1 def, 0 armour) =str con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Ignore resists +5% darkness +5% nature When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gilidor (0 def, 5 armour) =stats= Gilidor (0 def, 5 armour) =stats=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +1 Wil +4 Con +5 Lck offense ------ Physical Crit +2.0% defense ------ Armor +5 Stealth +6 A pair of boots made of leather. |
Branysta the rough leather cap (0 def, 1 armour) =life= Branysta the rough leather cap (0 def, 1 armour) =life=2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% fire +1% physical +6% cold Crit Resistance 10.00% Life +100.00 A cap made of leather. |
Yaruromnir (5 def, 1 armour) =str= Yaruromnir (5 def, 1 armour) =str=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag +1 Con defense ------ Armor +1 Defense +5 (+5 eff.) Fatigue +1% Confus Resist +20% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 29.3 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
miner's rough leather cap of constitution (+3) (0 def, 3 armour) =con= miner's rough leather cap of constitution (+3) (0 def, 3 armour) =con=2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
Amelin (32 def, 0 armour) =def= Amelin (32 def, 0 armour) =def=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +13% lightning Ignore resists +10% temporal Accuracy +10 (+9 eff.) defense ------ Defense +32 (+23 eff.) Resistance +19% lightning Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max stamina +30.00 A pointy cloth hat, very wizardly... |
6 agate 6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel 11 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine 11 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
321 alchemist agate 321 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Void Star Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 39.77 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Siloma the iron pickaxe (dig speed 20 turns) Siloma the iron pickaxe (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Wil +3 Cun offense ------ Physical Power +5 (+3 eff.) defense ------ Unlife -60.00 life Life +21.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Gloryta the Charoozer [power 116] (15 cooldown) Gloryta the Charoozer [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +9% fire defense ------ Resistance +3% lightning +3% darkness Stun Resist +10% Teleport Resist +10% Sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By ZenThaum the Higher Archmage level 20
20th Haze 122nd year of Ascendancy at 19:27 see stats
By ZenThaum the Higher Archmage level 10
5th Flare 122nd year of Ascendancy at 16:25 see stats
By ZenThaum the Higher Archmage level 20
11st Haze 122nd year of Ascendancy at 20:40 see stats
By ZenThaum the Higher Archmage level 6
76th Pyre 122nd year of Ascendancy at 02:03 see stats
By ZenThaum the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 21:21 see stats
By ZenThaum the Higher Archmage level 21
5th Regrowth 123rd year of Ascendancy at 00:30 see stats
By ZenThaum the Higher Archmage level 24
24th Regrowth 123rd year of Ascendancy at 05:43 see stats
By ZenThaum the Higher Archmage level 10
6th Dusk 122nd year of Ascendancy at 11:53 see stats
By ZenThaum the Higher Archmage level 23
9th Regrowth 123rd year of Ascendancy at 11:08 see stats
By ZenThaum the Higher Archmage level 16
70th Dusk 122nd year of Ascendancy at 12:57 see stats
Log
Strange... You're pretty sure you died, but you're still here. It does feel like something important is missing, however. Your neck also feels incredibly sore and you have a splitting headache. Somehow, you get the subtle impression that you shouldn't look in a mirror anytime soon.
ZenThaum casts Manathrust.
ZenThaum hits Snow giant boulder thrower for 195 arcane damage.
ZenThaum hits Burb the snow giant champion for 261 arcane damage.
ZenThaum hits Vorikira the cold drake for 203 arcane damage.
ZenThaum hits Cold drake hatchling for 261 arcane damage.
ZenThaum killed Cold drake hatchling!
Talent Infusion: Movement is ready to use.
Vorikira the cold drake uses Dissolve.
Vorikira the cold drake performs a melee critical strike against ZenThaum!
ZenThaum is covered in acid!
ZenThaum's Arcane Vortex is disrupted by his wounds!
Vorikira the cold drake performs a melee critical strike against ZenThaum!
ZenThaum starts to bleed.
Vorikira the cold drake performs a melee critical strike against ZenThaum!
Vorikira the cold drake hits ZenThaum for 124 acid, 140 acid, 102 acid, 144 acid (510 total damage).
Melee retaliation hits Vorikira the cold drake for 6 lightning, 6 lightning, 6 lightning, 6 lightning (22 total damage).
ZenThaum's arcane area effect hits Vorikira the cold drake for 162 arcane damage.
ZenThaum's arcane area effect hits Burb the snow giant champion for 209 arcane damage.
ZenThaum's arcane area effect hits Cold drake hatchling for 209 arcane damage.
--------------------------------
ZenThaum casts Illuminate.
ZenThaum hits Snow giant boulder thrower for 86 light damage.
ZenThaum hits Burb the snow giant champion for 94 light damage.
ZenThaum hits Vorikira the cold drake for 59 light damage.
ZenThaum hits Cold drake hatchling for 94 light damage.
Vorikira the cold drake spits acid!
Vorikira the cold drake hits ZenThaum for 165 acid damage.
ZenThaum the level 24 higher archmage was dissolved to death by Vorikira the cold drake on level 1 of Daikara.