
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: 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 Adventure |
| Sex | Female |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 28 / 97% |
| Size | big |
| Lifes / Deaths | Killed by Arudhetira the mean looking elven guard at level 12 on the 9th Mirth 122nd year of Ascendancy at 12:53 2 / 6Killed by Urkis, the High Tempest at level 21 on the 47th Haze 122nd year of Ascendancy at 09:26 Killed by Urkis, the High Tempest at level 21 on the 47th Haze 122nd year of Ascendancy at 10:50 Killed by Unolbil the halfling at level 26 on the 34th Regrowth 123rd year of Ascendancy at 17:23 Killed by Bethegavea the snow giant boulder thrower at level 28 on the 55th Regrowth 123rd year of Ascendancy at 06:40 Killed by Bethegavea the snow giant boulder thrower at level 28 on the 55th Regrowth 123rd year of Ascendancy at 08:30 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 32 (base 23) |
| Magic | 109 (base 60) |
| Willpower | 74 (base 38) |
| Cunning | 40 (base 15) |
Resources
| Life | 500/500 |
| Mana | 703/703 |
| Soul | 13/16 |
| Healing Factor | 1.2924420161895 |
| Regeneration | 9.3702046173739 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 4 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 10 |
| Crit Chance | 12% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +57% |
| Cold | +30% |
| All | 0% |
| Lightning | +9% |
| Light | +24% |
| Temporal | +4% |
| Physical | +4% |
| Darkness | +7% |
| Nature | +6% |
Offense: Damage Penetration
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 38.438049796217 (45%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 61 |
| Mental Save | 49 |
Defense: Resistances
| Mind | + 22%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 38%( 70%) |
| Darkness | + 52%( 70%) |
| Cold | + 70%( 70%) |
| Physical | + 27%( 70%) |
| Fire | + 28%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| 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 480 damage for 5 turns. Its effects scale with your Magic 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 137 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 (702 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Spell / Master of bones | 1.50 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Rime wraith | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Reaping |
| talent | Defensive Posture |
| talent | Discarded Refuse |
| talent | Chant of Fortress |
| talent | Spikes of Decrepitude |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 102. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 | Smolderidol the pair of hardened leather boots (0 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -6% Damage when hit (Melee): 4 fire Changes stats: +3 Cun / +3 Con Changes resistances: +6% light / +9% lightning Physical save: +16 (+6 eff.) Mental save: +13 (+4 eff.) Stamina each turn: +0.40 Maximum life: +34.00 Infravision radius: +2 Movement speed: +10% A pair of boots made of leather. |
| Light source | UrthorothadInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% light / +6% cold Critical mult.: +10.00% Spell save: +18 (+5 eff.) Maximum life: +48.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | starseer's cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes damage: +5% light / +4% temporal / +7% darkness / +4% physical Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | warded yew wand of shielding [power 242] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +3 acid / +2 cold / +3 arcane / +2 nature Talent granted: +1 Ward It can be used to create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Growbearer the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Physical power: +5 (+3 eff.) Damage when hit (Melee): 2 physical Changes stats: +4 Dex / +2 Mag Changes damage: +6% nature Life regen: +7.00 Only die when reaching: -60.00 life Maximum life: +50.00 Healing mod.: +12% Rings make your fingers look great! |
| On fingers | mule's gold ring of frost (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +30% cold Changes damage: +15% cold Maximum encumbrance: +24 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Mayima'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +2 Dex / +4 Wil / +1 Con Changes resistances: +3% mind Spell save: +9 (+2 eff.) Infravision radius: +2 Size category: +1 A belt that goes around your waist. |
| In main hand | Shockbreacher (111% power, 3 apr, cold 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. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil / +9 Cun Changes damage: +9% lightning / +15% cold / +12% arcane Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +19.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Nerubeth the Hazerebel (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +6 Str / +6 Mag Changes resistances penetration: +10% cold Changes damage: +21% arcane Reduces incoming crit damage: 10.00% Light radius: +2 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 | elven-silk robe 'Salulle' (6 def, 15 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +15 Defense: +6 (+3 eff.) Changes stats: +1 Cun / +6 Mag Changes resistances: +10% darkness / +10% light / +15% all Changes damage: +24% arcane / +19% light Critical mult.: +5.00% Mana each turn: +0.36 Only die when reaching: -20.00 life Maximum life: +50.00 Maximum mana: +135.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +10% Light radius: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
steel amulet 'Anyrosta'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +4 Fatigue: -6% Damage when hit (Melee): 4 mind Changes stats: +10 Dex / +5 Cun / +4 Con Changes resistances penetration: +20% mind Life regen: +2.00 Stamina each turn: +0.40 Only die when reaching: -60.00 life Movement speed: +10% Amulets make your neck look great! |
BrandcastPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% physical / +24% darkness / +6% light Changes damage: +12% darkness / +18% fire Reduces incoming crit damage: 10.00% Only die when reaching: -60.00 life Rings make your fingers look great! |
gold ring 'Glareterror'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+6 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 31 Damage when hit (Melee): 4 lightning Changes resistances: +15% light Changes damage: +15% acid / +27% light / +7% all Spellpower: +12 (+3 eff.) Mindpower: +14 (+5 eff.) Light radius: +3 Rings make your fingers look great! |
psionicist's gold ring of lightning (+30%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +30% lightning Changes damage: +15% lightning Mental save: +8 (+2 eff.) Rings make your fingers look great! |
solipsist's stralite ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+9 eff.) Armour penetration: +10 Defense: +8 (+4 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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! |
steel quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +6 Wil Stun/Freeze immunity: +30% Spellpower: +7 (+2 eff.) Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+9 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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! |
titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +25% Maximum life: +25.00 Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
magewarrior's short yew magestaff of wizardry (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+8 eff.) Physical crit. chance: +6.0% Physical power: +7 (+4 eff.) Changes stats: +3 Mag / +3 Wil Changes damage: +20% lightning Talent granted: +1 Command Staff Maximum mana: +10.00 Spellpower: +18 (+5 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
85 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 285 power out of 285/285. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
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) Activation costs 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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nephthys the Lich Necromancer level 28
40th Regrowth 123rd year of Ascendancy at 11:30 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Nephthys the Cornac Necromancer level 13
76th Dusk 122nd year of Ascendancy at 08:57 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Nephthys the Cornac Necromancer level 22
56th Haze 122nd year of Ascendancy at 21:38 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nephthys the Lich Necromancer level 28
40th Regrowth 123rd year of Ascendancy at 12:47 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nephthys the Cornac Necromancer level 25
61st Haze 122nd year of Ascendancy at 04:46 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Nephthys the Cornac Necromancer level 10
5th Mirth 122nd year of Ascendancy at 21:37 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Nephthys the Cornac Necromancer level 20
34th Haze 122nd year of Ascendancy at 02:23 see stats
Lichform (Insane (Adventure) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Nephthys the Lich Necromancer level 26
34th Regrowth 123rd year of Ascendancy at 17:23 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Nephthys the Cornac Necromancer level 25
7th Decay 122nd year of Ascendancy at 05:45 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Nephthys the Cornac Necromancer level 18
33rd Haze 122nd year of Ascendancy at 00:48 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Nephthys the Cornac Necromancer level 9
5th Mirth 122nd year of Ascendancy at 21:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Nephthys the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 10:03 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Nephthys the Lich Necromancer level 28
40th Regrowth 123rd year of Ascendancy at 11:30 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Nephthys the Cornac Necromancer level 15
10th Haze 122nd year of Ascendancy at 00:37 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Nephthys the Cornac Necromancer level 26
28th Regrowth 123rd year of Ascendancy at 18:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Nephthys the Cornac Necromancer level 15
6th Haze 122nd year of Ascendancy at 15:05 see stats
Log
You gain 1.80 gold from the transmogrification of stabilizing cashmere wizard hat of darkness (+19%) (2 def, 0 armour).
You gain 3.94 gold from the transmogrification of temporal dwarven-steel gauntlets of war-making (0 def, 2 armour).
You gain 4.74 gold from the transmogrification of heroic voratun gauntlets (0 def, 7 armour).
You gain 1.76 gold from the transmogrification of blighted iron gauntlets of magic (+3) (0 def, 1 armour).
You gain 4.51 gold from the transmogrification of traveler's pair of dwarven-steel boots of rushing (0 def, 4 armour).
You gain 25.00 gold from the transmogrification of Zubariama the Lightningsun (0 def, 4 armour).
You gain 19.26 gold from the transmogrification of Hellwar (0 def, 3 armour).
You gain 1.38 gold from the transmogrification of spellwoven linen robe of darkness (+18%) (0 def, 0 armour).
You gain 1.57 gold from the transmogrification of mindwoven cashmere robe of corrosion (+24%) (0 def, 0 armour).
You gain 5.73 gold from the transmogrification of balanced dwarven-steel waraxe of disruption (120% power, 4 apr).
You gain 5.69 gold from the transmogrification of warbringer's dwarven-steel steamsaw of amnesia (118% power, 0 apr).
You gain 5.93 gold from the transmogrification of truestriking stralite steamsaw of daylight (138% power, 0 apr).
You gain 5.15 gold from the transmogrification of ranger's dwarven-steel steamgun of life draining.
You gain 2.71 gold from the transmogrification of yew magestaff of fate (120% power, 4 apr, lightning element).
You gain 5.32 gold from the transmogrification of short yew vilestaff of illumination (120% power, 4 apr, acid element).
You gain 4.42 gold from the transmogrification of shimmering yew starstaff of power (120% power, 4 apr, light element).
You gain 25.00 gold from the transmogrification of Isybrena the Lustrebrawn (120% power, 4 apr, fire element).
You gain 20.00 gold from the transmogrification of Veledath the Chargekiller (132% power, 4 apr).
You gain 2.75 gold from the transmogrification of inquisitor's dwarven-steel longsword (128% power, 4 apr).
You gain 21.65 gold from the transmogrification of Firewither the dwarven-steel longsword (125% power, 4 apr).
You gain 25.00 gold from the transmogrification of yew longbow 'Magmaclamor'.
You gain 25.00 gold from the transmogrification of Airmire (140% power, 2 apr).
You gain 4.02 gold from the transmogrification of blazebringer's dwarven-steel greatmaul (151% power, 2 apr).
You gain 7.32 gold from the transmogrification of stormbringer's stralite dagger (132% power, 9 apr).
You gain 6.25 gold from the transmogrification of Silent Blade (129% power, 10 apr).
You gain 10.26 gold from the transmogrification of dwarven-steel battleaxe 'Alyrand' (143% power, 2 apr).
You gain 4.61 gold from the transmogrification of chilling dwarven-steel battleaxe of crippling (138% power, 2 apr).
You gain 22.27 gold from the transmogrification of Treespawner the steel battleaxe (118% power, 2 apr).
You gain 1.23 gold from the transmogrification of regeneration infusion of the duelist (heal 131; 15 cd).
There is a way to the previous level here (press '' or right click to use).

























































































