Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Hulk! 1.4.8 No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Items Vault 1.5.0Donators/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. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. 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: ZOmnibus Addon Pack 1.5.0Combines 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: |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Anorithil |
Level / Exp | 42 / 11% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1029 (base 24) |
Dexterity | 1017 (base 15) |
Constitution | 1055 (base 27) |
Magic | 1071 (base 48) |
Willpower | 1054 (base 35) |
Cunning | 1057 (base 41) |
Resources
Equilibrium | 40 |
Life | 680702/680702 |
Positive | 62/168 |
Stamina | 2803/2803 |
Negative | 56/153 |
Healing Factor | 2.5 |
Regeneration | 25026.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 13 |
See Stealth | 50.493544268866 |
See Invisible | 104.9145562374 |
Offense: Mainhand
Damage | 549 |
Accuracy | 228 |
Crit Chance | 622% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 201 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 207 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Mind | +26% |
Arcane | +30% |
Cold | +4% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Defense: Base
Armour (hardiness) | 31 (30%) |
Defense | 172 |
Ranged Defense | 173 |
Fatigue | 7 |
Physical Save | 188 |
Spell Save | 187 |
Mental Save | 190 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 61%( 70%) |
All | + 8%( 70%) |
Darkness | + 11%( 70%) |
Physical | + 8%( 70%) |
Mind | + 24%( 70%) |
Fire | -6%( 70%) |
Lightning | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 34% |
Confusion Resistance | 100% |
Disarm Resistance | 45% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sunlight | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Twilight | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Elemental Harmony |
beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (4.3 counters remaining) Counter Attacking |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | miner's pair of drakeskin leather boots of phasing (0 def, 12 armour) miner's pair of drakeskin leather boots of phasing (0 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +5% Changes stats: +4 Mag / +3 Wil Infravision radius: +2 It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Quiver | quiver of dragonbone arrows 'Abyssidol' (50/50, 50.5-70.7 power, 18 apr) quiver of dragonbone arrows 'Abyssidol' (50/50, 50.5-70.7 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 50.5 - 70.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +18.0% Capacity: 50 On weapon hit: * 60% chance to cause random gloom * 20% chance to curse the target On weapon crit: * cripple the target Damage (Ranged): +20 darkness / +20 blight / +12 fire / +4 arcane Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +16 blight / +12 fire When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
Light source | preserving alchemist's lamp of illusion preserving alchemist's lamp of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+1 eff.) Changes stats: +2 Con Changes resistances: +10% blight Physical save: +16 (+2 eff.) Spell save: +16 (+1 eff.) Mental save: +16 (+2 eff.) Life regen: +3.40 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | psion's elven-silk wizard hat of knowledge (3 def, 0 armour) psion's elven-silk wizard hat of knowledge (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Cun / +7 Wil Changes resistances: +17% mind Changes damage: +20% mind Physical save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Maximum psi: +39.00 Mindpower: +15 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+1 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.2 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 112 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | Chamutar the Arcsmasher Chamutar the ArcsmasherPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Effects on melee hit: * 42% chance to daze at end of turn Damage when hit (Melee): 4 mind Changes stats: +6 Str / +7 Mag / +8 Wil / +10 Con Changes resistances: +3% lightning Changes resistances penetration: +15% lightning Changes damage: +6% darkness / +6% mind Stun/Freeze immunity: +34% Life regen: +4.80 Spellpower: +14 (+1 eff.) Rings can have magical properties. |
On fingers | savior's voratun ring of blinding strikes savior's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to blind Effects on ranged hit: * 28% chance to blind Physical save: +14 (+1 eff.) Spell save: +17 (+1 eff.) Mental save: +15 (+2 eff.) Rings can have magical properties. |
Around waist | spiritwalker's drakeskin leather belt of carrying spiritwalker's drakeskin leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +6 Mag Maximum encumbrance: +39 Mana each turn: +0.44 Maximum mana: +47.00 A belt that goes around your waist. |
In main hand | Sparknigh the dragonbone starstaff (30-36 power, 6 apr, arcane element) Sparknigh the dragonbone starstaff (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +11 (+1 eff.) Effects on melee hit: * Slows global speed by 40% * 14% chance to blind Changes stats: +10 Con Changes resistances: +5% arcane / +9% lightning Changes damage: +30% arcane Talent granted: +1 Command Staff Life regen: +3.30 Spellpower: +26 (+2 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +43% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 267.26 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | polar drakeskin leather gloves of the juggernaut (0 def, 3 armour) polar drakeskin leather gloves of the juggernaut (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 7 cold Changes stats: +4 Con Changes resistances: +8% cold Changes damage: +4% cold Physical save: +25 (+3 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +45% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | tempestuous drakeskin leather armour of command (25 def, 16 armour) tempestuous drakeskin leather armour of command (25 def, 16 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +25 (+3 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +8% Damage (Melee): 7 lightning Damage (Ranged): 8 lightning Changes stats: +5 Cun Changes resistances: +11% lightning / +25% cold Mental save: +20 (+2 eff.) A suit of armour made of leather. |
Cloak | Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 3419.52 cold damage and condensing the air into freezing vapors that deal 1139.84 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Around neck | steel amulet 'Gilesin' steel amulet 'Gilesin'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex / +2 Wil / +3 Con Changes resistances: +3% darkness / +6% acid Mental save: +7 (+1 eff.) Blindness immunity: +20% Confusion immunity: +13% Mindpower: +8 (+1 eff.) Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 87; power 261; dur 8) phase door rune of the psychic (range 87; power 261; dur 8)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 87. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 261%, your defense is increased by 261 and all your resistances by 261%. Its effects scale with your Willpower 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. |
Elidarin ElidarinInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +2 Con Changes resistances: +20% acid / +24% nature Changes damage: +10% acid / +12% nature Physical save: +4 (+0 eff.) Maximum mana: +40.00 Spell crit. chance: +1% Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+1 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 134 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Glonor the Carrionflash Glonor the CarrionflashPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Mag / +2 Cun / +1 Con Changes resistances penetration: +5% nature Spell save: +18 (+1 eff.) Maximum stamina: +17.00 Spellpower: +5 (+0 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
elm magestaff (10-12 power, 2 apr, fire element) elm magestaff (10-12 power, 2 apr, fire element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Delynariran' (15-18 power, 3 apr, lightning element) ash starstaff 'Delynariran' (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 temporal When wielded/worn: Physical crit. chance: +11.0% Changes damage: +3% blight / +15% lightning Talent granted: +1 Command Staff Critical mult.: +23.00% Mana each turn: +0.13 Maximum mana: +35.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone magestaff of projection (30-36 power, 6 apr, arcane element) cruel dragonbone magestaff of projection (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +19 (+1 eff.) Spell crit. chance: +8% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 548.86 to 658.64 arcane damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone starstaff of channeling (30-36 power, 6 apr, physical element) void walker's dragonbone starstaff of channeling (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +11% darkness / +12% temporal Changes damage: +30% physical Talent granted: +1 Command Staff Mana each turn: +0.28 Spellpower: +31 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +17 Resist all after a teleport: +23% New effects duration reduction after a teleport: +19% Reduces paradox anomalies(equivalent to willpower): +21 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Porulaith' (14 def, 9 armour) elven-silk robe 'Porulaith' (14 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +9 Defense: +14 (+1 eff.) Changes stats: +3 Str / +3 Mag / +2 Wil Changes resistances: +17% physical Changes damage: +17% physical Physical save: +52 (+5 eff.) Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spiked rough leather armour (1 def, 2 armour) spiked rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical A suit of armour made of leather. |
rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
linen cloak of sorcery (1 def, 0 armour) linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag / +3 Wil Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of drakeskin leather boots of disengagement (0 def, 5 armour) traveler's pair of drakeskin leather boots of disengagement (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -2% Changes stats: +4 Cun / +4 Dex Maximum encumbrance: +50 Physical save: +14 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 148% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
cinder rough leather gloves (0 def, 1 armour) cinder rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 fire Changes resistances: +5% fire Changes damage: +4% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
Cyratha the Squalorpunish (3 def, 0 armour) Cyratha the Squalorpunish (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 nature Changes stats: +3 Wil Changes resistances: +13% lightning / +15% temporal / +19% mind Changes damage: +23% mind Reduces incoming crit damage: 10.00% Physical save: +13 (+1 eff.) Spell save: +27 (+2 eff.) Mental save: +31 (+3 eff.) Psi each turn: +0.33 Psi when hit: +0.04 Maximum hate: +2.00 Maximum psi: +35.00 Mindpower: +14 (+1 eff.) Mental crit. chance: +11% A pointy cloth hat, very wizardly... |
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. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+2 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Achievements
By Maloniki the Hulk Anorithil level 4
76th Pyre 122nd year of Ascendancy at 03:48 see stats
By Maloniki the Hulk Anorithil level 21
7th Flare 122nd year of Ascendancy at 15:44 see stats
By Maloniki the Hulk Anorithil level 32
24th Dusk 122nd year of Ascendancy at 08:30 see stats
By Maloniki the Hulk Anorithil level 13
9th Mirth 122nd year of Ascendancy at 06:00 see stats
By Maloniki the Hulk Anorithil level 24
1st Dusk 122nd year of Ascendancy at 17:06 see stats
By Maloniki the Hulk Anorithil level 8
1st Mirth 122nd year of Ascendancy at 17:33 see stats
By Maloniki the Hulk Anorithil level 33
28th Dusk 122nd year of Ascendancy at 13:58 see stats
By Maloniki the Hulk Anorithil level 40
5th Haze 122nd year of Ascendancy at 04:23 see stats
By Maloniki the Hulk Anorithil level 11
6th Mirth 122nd year of Ascendancy at 13:42 see stats
By Maloniki the Hulk Anorithil level 15
2nd Summertide 122nd year of Ascendancy at 04:42 see stats
By Maloniki the Hulk Anorithil level 18
2nd Flare 122nd year of Ascendancy at 22:41 see stats
By Maloniki the Hulk Anorithil level 20
5th Flare 122nd year of Ascendancy at 22:16 see stats
By Maloniki the Hulk Anorithil level 23
9th Flare 122nd year of Ascendancy at 09:12 see stats
By Maloniki the Hulk Anorithil level 25
4th Dusk 122nd year of Ascendancy at 05:52 see stats
By Maloniki the Hulk Anorithil level 28
11st Dusk 122nd year of Ascendancy at 15:32 see stats
By Maloniki the Hulk Anorithil level 31
20th Dusk 122nd year of Ascendancy at 16:04 see stats
By Maloniki the Hulk Anorithil level 10
4th Mirth 122nd year of Ascendancy at 06:17 see stats
By Maloniki the Hulk Anorithil level 20
5th Flare 122nd year of Ascendancy at 00:46 see stats
By Maloniki the Hulk Anorithil level 30
15th Dusk 122nd year of Ascendancy at 19:33 see stats
By Maloniki the Hulk Anorithil level 40
79th Dusk 122nd year of Ascendancy at 08:05 see stats
By Maloniki the Hulk Anorithil level 35
37th Dusk 122nd year of Ascendancy at 11:23 see stats
By Maloniki the Hulk Anorithil level 41
20th Haze 122nd year of Ascendancy at 01:18 see stats
By Maloniki the Hulk Anorithil level 4
76th Pyre 122nd year of Ascendancy at 13:36 see stats
By Maloniki the Hulk Anorithil level 3
74th Pyre 122nd year of Ascendancy at 11:03 see stats
By Maloniki the Hulk Anorithil level 23
1st Dusk 122nd year of Ascendancy at 16:47 see stats
By Maloniki the Hulk Anorithil level 14
10th Mirth 122nd year of Ascendancy at 04:30 see stats
By Maloniki the Hulk Anorithil level 6
78th Pyre 122nd year of Ascendancy at 11:55 see stats
Log
Ghoulish rat slows down.
Maloniki performs a melee critical strike against Master vampire!
Master vampire shrugs off the critical damage!
Master vampire leeches life from Maloniki!
Maloniki hits Master vampire for 309 physical, 21 lightning, 4 cold, 181 healing (334 total damage) [181 healing].
Master vampire hits Maloniki for 338 light damage.
Ghoulish rat misses Maloniki.
Maloniki performs a melee critical strike against Ghoulish rat!
Ghoulish rat is not dazed anymore.
Ghoulish rat loses sight!
Ghoulish rat counters the attack!
Maloniki hits Ghoulish rat for 943 physical, 21 lightning, 22 cold (986 total damage).
Ghoulish rat is dazed!
Master vampire casts Rune: Controlled Phase Door.
There is a next level here (press '' or right click to use).
Mean looking elven guard misses Maloniki.
Squid uses Grab.
Squid misses Maloniki.
Maloniki performs a melee critical strike against Squid!
Squid shrugs off the critical damage!
Squid counters the attack!
Maloniki hits Squid for 564 physical, 21 lightning, 11 cold (596 total damage).
You gain 6.71 gold from the transmogrification of hateful quiver of elven-wood arrows of the leech (20/20, 42-58.8 power, 14 apr).
You gain 4.90 gold from the transmogrification of arcing iron greatmaul of ruin (19.5-29.25 power, 1 apr).
You gain 8.64 gold from the transmogrification of blighted dragonbone starstaff of might (30-36 power, 6 apr, light element).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Maloniki deactivates Elemental Harmony.