











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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.
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. 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: 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: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Anorithil |
Level / Exp | 33 / 71% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 33 on the 40th Haze 123rd year of Ascendancy at 16:15 / 1 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 27 (base 10) |
Constitution | 32 (base 24) |
Magic | 98 (base 60) |
Willpower | 25 (base 10) |
Cunning | 63 (base 54) |
Resources
Life | -186/882 |
Positive | 116/146 |
Negative | 86/146 |
Healing Factor | 1.5224420161895 |
Regeneration | 24.282950158222 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 10 |
Infravision | 2 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 41 |
Accuracy | 34 |
Crit Chance | 19% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | 12 |
Accuracy | 34 |
Crit Chance | 22% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Nature | +25% |
Acid | +3% |
Light | +20% |
Darkness | 0% |
Blight | +22% |
Mind | +3% |
Fire | 0% |
All | 0% |
Offense: Damage Penetration
Arcane | +47% |
All | +17% |
Defense: Base
Armour (hardiness) | 19 (38.874052956904%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 39 |
Mental Save | 51 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 29%( 70%) |
Mind | + 44%( 70%) |
All | + 23%( 70%) |
Darkness | + 28%( 70%) |
Light | + 28%( 70%) |
Physical | + 25%( 70%) |
Fire | + 30%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 48% |
Confusion Resistance | 59% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 121 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 466 damage for 4 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 580% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Circles | 1.63 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.33 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Improves/gives invisibility (power 26), reducing damage dealt by 40%. Invisibility |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Zick. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | 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 Magic 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 52% (based on Cunning). Uses 50 power out of 0/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +5 Dex +2 Wil +2 Cun offense ------ Mind Crit +3% Critical power +10.00% Ignore resists +7% all Ignore Armor +10 defense ------ Resistance +9% fire Crit Resistance 5.00% other ------- Max psi +20.00 Light +7 See Invisibility +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T3 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Con offense ------ Physical Power +5 (+3 eff.) Damage +21% nature Ignore resists +10% arcane When Hit 4 arcane defense ------ Armor +6 Fatigue +3% Resistance +15% mind Mind save +21 (+7 eff.) Confus Resist +29% other ------- Infravision +1 A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Critical power +5.00% On-Hit 8 nature Damage +4% nature defense ------ Armor +2 Resistance +3% acid +3% physical +7% nature Mind save +9 (+3 eff.) Unlife -40.00 life Life +80.00 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. |
Tool | ![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +4 Cun offense ------ Critical power +20.00% Damage +3% acid defense ------ Life Regen +4.00 Healmod +20% Confus Resist +20% Pinning Resist +20% other ------- EQ when Hit +0.12 Create a radius 3 storm for 5 turns. Each turn, creatures within take 45 lightning damage and will be dazed for 1 turn (228 total damage) Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +1 Dex +2 Mag offense ------ When Hit 4 mind defense ------ Fatigue -6% Resistance +6% mind Physical save +9 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Life Regen +4.00 Stun Resist +26% other ------- Encumbrance +28 Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Mag offense ------ Physical Power +10 (+5 eff.) Spellpower/crit +10 defense ------ Unlife -20.00 life Life Regen +3.00 Stun Resist +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: Stats +7 Str +9 Dex +7 Wil other ------- Masteries +0.33 Celestial/Circles +0.33 Technique/Combat training Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T3 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +11% Critical power +12.00% Spellpower +14 (+3 eff.) Damage +20% light +3% mind defense ------ Resistance +9% blight +6% mind Life Regen +0.70 Healmod +15% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Critical power +5.00% defense ------ Armor +10 Resistance +6% light Life +32.00 Life Regen +4.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 30.0 - 39.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Ignore Shields +20% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Mag offense ------ Spellpower +30 (+7 eff.) Spellpower/crit +4 Ignore resists +20% arcane +10% all Accuracy +11 (+6 eff.) Ignore Armor +10 Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Wil offense ------ Spell Crit +2% Accuracy +16 (+7 eff.) defense ------ Defense +16 (+7 eff.) Fatigue -7% Resistance +6% darkness Physical save +22 (+9 eff.) Mind save +10 (+4 eff.) Unlife -50.00 life Life +51.00 other ------- Mana/turn +0.04 Max stamina +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Dex offense ------ Critical power +10.00% Physical Power +25 (+12 eff.) Damage +15% cold Ignore Armor +3 defense ------ Defense +20 (+8 eff.) Resistance +13% nature +12% blight Unlife -80.00 life Poison Resist +23% Disease Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil +2 Cun +1 Con offense ------ Spellpower +6 (+1 eff.) defense ------ Mind save +12 (+4 eff.) Confus Resist +46% other ------- Infravision +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Str +6 Dex +4 Con offense ------ Critical power +5.00% Damage +14% darkness Ignore resists +5% physical Accuracy +28 (+11 eff.) Ignore Armor +11 defense ------ Defense +11 (+5 eff.) Resistance +28% darkness other ------- Max stamina +20.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +8 Con offense ------ Damage +15% cold Ignore resists +20% cold defense ------ Resistance +9% acid +6% temporal +5% arcane +12% darkness Physical save +16 (+7 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Nature/Master 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: Stats +7 Con offense ------ Spell Crit +8% Critical power +11.00% Spellpower +14 (+3 eff.) Damage +15% light defense ------ Resistance +3% blight +9% nature +3% darkness Life Regen +1.10 Healmod +21% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Psionic Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 mind On-crit, radius 2 +20 cold On Hit: * 20% chance to reduce damage dealt by 17% * 17% chance to reduce all saves and defense by 21 While equipped: Stats +4 Cun +3 Wil offense ------ Damage +15% blight Ignore resists +25% cold defense ------ Resistance +18% cold One-handed war axes. |
![]() 2.0 Encumbrance T1 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +11 (+3 eff.) Damage +6% all defense ------ Resistance +10% darkness +11% mind +7% all Physical save +12 (+6 eff.) Spell save +12 (+4 eff.) Mind save +22 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +8 Str +8 Dex +4 Mag +4 Wil +4 Cun defense ------ Armor +4 Defense +10 (+5 eff.) Fatigue +7% Physical save +9 (+5 eff.) Life +36.00 A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil offense ------ Against +15% Summoned defense ------ Resistance +5% blight Resist Against +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +1 Con offense ------ Mindpower +10 (+5 eff.) defense ------ Resistance +30% fire Crit Resistance 15.00% Spell save +18 (+6 eff.) Mind save +9 (+3 eff.) Teleport Resist +20% other ------- Light +2 A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 67.06 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +6 Dex offense ------ Damage +3% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +2 (+1 eff.) other ------- See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +5 Dex +2 Con offense ------ Damage +6% mind defense ------ Armor +1 Resistance +12% light +9% fire Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +2 Mag offense ------ Accuracy +7 (+4 eff.) defense ------ Armor +2 Resistance +7% light +6% darkness Physical save +7 (+4 eff.) Mind save +7 (+3 eff.) Disarm Resist +29% other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.3 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 51.29 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane While equipped: Stats +4 Mag +4 Con offense ------ Damage +15% blight +8% arcane +9% nature On-Hit (Melee): * 10% chance to slow global speed by 47% defense ------ Defense +2 (+1 eff.) Resistance +15% blight +3% nature +6% darkness Crit Resistance 5.00% Shield Power +7% Life Regen +1.50 Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +9 Con offense ------ Damage +27% mind +9% cold Ignore resists +25% mind defense ------ Armor +5 Fatigue +5% Resistance +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Cun +3 Con offense ------ Damage +9% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Resistance +3% fire Crit Resistance 15.00% Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +8 See Invisibility +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. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +6% darkness +6% cold Ignore resists +15% cold defense ------ Resistance +6% nature +3% cold Life +20.00 other ------- Max stamina +17.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 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. |
![]() 2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 117 for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% darkness Ignore resists +5% darkness +5% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +6% darkness Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 19% for 2 turns. 100% to heal for 50. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Spellpower/crit +2 Ignore Shields +10% When Hit 4 arcane 4 blight Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 440 Base Damage: 247 Armor: 8 All Resist: 4 Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 2. 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Zick the Higher Anorithil level 24
77th Pyre 123rd year of Ascendancy at 15:23 see stats
By Zick the Higher Anorithil level 31
26th Dusk 123rd year of Ascendancy at 07:12 see stats
By Zick the Higher Anorithil level 20
11st Pyre 123rd year of Ascendancy at 04:53 see stats
By Zick the Higher Anorithil level 32
12nd Haze 123rd year of Ascendancy at 18:43 see stats
By Zick the Higher Anorithil level 24
2nd Flare 123rd year of Ascendancy at 15:28 see stats
By Zick the Higher Anorithil level 10
26th Haze 122nd year of Ascendancy at 07:15 see stats
By Zick the Higher Anorithil level 20
29th Regrowth 123rd year of Ascendancy at 06:19 see stats
By Zick the Higher Anorithil level 30
21st Dusk 123rd year of Ascendancy at 08:57 see stats
By Zick the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 21:25 see stats
By Zick the Higher Anorithil level 20
80th Regrowth 123rd year of Ascendancy at 16:35 see stats
By Zick the Higher Anorithil level 24
37th Pyre 123rd year of Ascendancy at 04:31 see stats
By Zick the Higher Anorithil level 16
5th Decay 122nd year of Ascendancy at 20:52 see stats
By Zick the Higher Anorithil level 8
31st Dusk 122nd year of Ascendancy at 14:48 see stats
By Zick the Higher Anorithil level 24
77th Pyre 123rd year of Ascendancy at 20:38 see stats
By Zick the Higher Anorithil level 11
36th Haze 122nd year of Ascendancy at 09:22 see stats
By Zick the Higher Anorithil level 25
2nd Flare 123rd year of Ascendancy at 22:50 see stats
By Zick the Higher Anorithil level 17
9th Allure 123rd year of Ascendancy at 04:58 see stats
Log
Betiba the orc grand master assassin receives 72 healing from Zick's healing light area effect.
Betiba the orc grand master assassin casts Sun Flare.
Zick loses sight!
Your shield crumbles under the damage!
The shield around Zick crumbles.
Something hits Zick for (22 flat reduction), (94 absorbed), 320 light (320 total damage).
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Zick casts Rune: Shatter Afflictions.
Zick recovers sight.
A shield forms around Zick.
Zick uses Infusion: Wild.
Zick lessens the pain.
Zick uses Wrath of the Highborn.
Zick radiates power.
Zick speeds up.
Urkis, the High Tempest casts a protective shield just in time!
The shield around Betiba the orc grand master assassin crumbles.
Phantasmal Shield hits Zick for (22 flat reduction), (50 absorbed), 0 light (0 total damage).
Phantasmal Shield hits Betiba the orc grand master assassin for (72 absorbed), 5 light (5 total damage).
Phantasmal Shield hits Gloraritira the gwelgoroth for 239 light damage.
Zick's Corona hits Urkis, the High Tempest for 44 light damage.
Gloraritira the gwelgoroth casts Lightning.
Your shield crumbles under the damage!
The shield around Zick crumbles.
Gloraritira the gwelgoroth hits Zick for (22 flat reduction), (3 absorbed), 0 lightning (0 total damage).
Urkis, the High Tempest's Shock hits Zick for (22 flat reduction), (69 absorbed), 150 lightning (150 total damage).
Zick the level 33 higher anorithil was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
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Zick vanishes from sight.