








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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. 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: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Corruptor |
| Level / Exp | 12 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 7th Dusk 122nd year of Ascendancy at 15:22 1 / 3Killed by Arowe the sick treant at level 12 on the 10th Dusk 122nd year of Ascendancy at 14:13 Killed by Yvemina the skeleton magus at level 12 on the 19th Dusk 122nd year of Ascendancy at 16:30 |
Primary Stats
| Strength | 27 (base 10) |
| Dexterity | 24 (base 10) |
| Constitution | 12 (base 12) |
| Magic | 39 (base 37) |
| Willpower | 18 (base 13) |
| Cunning | 26 (base 23) |
Resources
| Life | 326/326 |
| Mana | 0/86 |
| Vim | 55/128 |
| Healing Factor | 1.0691526171258 |
| Regeneration | 2.8332544353834 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 21 |
| Crit Chance | 7% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +13% |
| Nature | +6% |
| All | +0% |
Offense: Damage Penetration
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 8 |
| Physical Save | 13 |
| Spell Save | 21 |
| Mental Save | 23 |
Defense: Resistances
| Cold | 5%( 70%) |
| Acid | 9%( 70%) |
| Light | 6%( 70%) |
| Darkness | 6%( 70%) |
| Blight | 12%( 70%) |
| Physical | 18%( 70%) |
| Fire | 27%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 345 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: 18 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 115.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Dark Ritual |
| talent | Premonition |
| talent | Bone Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Torchseam (10 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Critical power +10.00% When Hit 2 fire defense ------ Armor +1 Defense +10 (+5 eff.) Resistance +6% fire +5% cold Unlife -20.00 life A pair of boots made of leather. |
| Light source | Murknigh the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Armor +4 Resistance +6% fire other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Velewyn (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag defense ------ Armor +1 Fatigue +1% Resistance +3% blight +6% darkness Healmod +5% Confus Resist +10% A cap made of leather. |
| Tool | Gorugohor the elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Str +1 Mag +1 Wil other ------- Hate-on-crit +3.00 Max psi +10.00 Sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring &039;0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Resistance +3% acid +9% blight Rings make your fingers look great! |
| Around waist | Layata the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Critical power +5.00% Spellpower +15 (+6 eff.) Spellpower/crit +2 Damage +3% blight When Hit 4 arcane defense ------ Armor +5 Spell save +3 (+1 eff.) Create a temporary shield that absorbs 170 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In main hand | cruel elm vilestaff of illumination (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Critical power +10.00% Spellpower +3 (+2 eff.) Damage +10% blight defense ------ Defense +5 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 86.03 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Main armor | cured leather armour &039; (6 def, 9 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ On-Hit 5 fire On-Ranged-Hit 5 fire defense ------ Armor +9 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% fire +6% light +18% physical Crit Resistance 10.00% Mind save +12 (+6 eff.) Life Regen +2.40 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
| Cloak | Bethyratta the Hazeransom (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 30% defense ------ Defense +1 (+1 eff.) Resistance +6% acid Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
Inventory
shatter afflictions rune (absorb 30; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 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 30 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Polidath0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% blight +14% fire +12% cold Physical save +26 (+16 eff.) Spell save +23 (+11 eff.) Mind save +23 (+12 eff.) Amulets make your neck look great! |
Cobrapain (20-30 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 20.0 - 30.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +2 Str offense ------ Damage +9% nature +9% physical Accuracy +10 (+5 eff.) defense ------ Resistance +9% light +5% arcane Life +20.00 Massive two-handed mauls. |
iron greatsword &039; (18-28 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Arcane Weapon Damage 17.5 - 28.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +4 light On-crit, radius 2 +16 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: offense ------ Damage +6% fire Ignore resists +10% fire defense ------ Resistance +6% mind +3% fire Massive two-handed swords. |
Musatir the Brightbraid (14-20 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Nature Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +5 Con +6 Wil offense ------ Damage +3% light +12% acid defense ------ Resistance +6% light +6% temporal Life +17.00 Blunt and deadly. |
iron dagger of crippling (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Sharp, short and deadly. |
arcing steel dagger of massacre (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage Sharp, short and deadly. |
balanced dwarven-steel dagger of vileness (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 20 While equipped: offense ------ Accuracy +5 (+3 eff.) defense ------ Defense +8 (+4 eff.) Disarm Resist +25% Sharp, short and deadly. |
mighty elm longbow of cold4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 cold While equipped: Stats +3 Str offense ------ Physical Power +11 (+6 eff.) Damage +12% cold Longbows are used to shoot arrows at your foes. |
prismatic cured leather armour of cold resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +19% cold +11% light +12% darkness A suit of armour made of leather. |
troll-hide cured leather armour of resilience (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +64.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
rough leather belt &039;1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned Ignore Armor +4 defense ------ Defense +20 (+10 eff.) Resist Against +17% Summoned other ------- Max stamina +10.00 A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +7 (+4 eff.) Physical save +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of rough leather boots &039; (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Mag offense ------ Spell Crit +2% Spellpower +9 (+4 eff.) Damage +9% blight Ignore resists +15% blight defense ------ Armor +1 other ------- Max mana +20.00 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
alchemist&1.0 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ On-Hit 3 acid 4 fire 3 cold 4 lightning defense ------ Armor +1 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner&2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +1% other ------- Infravision +2 A cap made of leather. |
stabilizing rough leather cap of strength (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Physical save +10 (+8 eff.) A cap made of leather. |
Urthemandil the Voidjeer (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% darkness defense ------ Armor +3 Fatigue +5% Resistance +6% cold +2% physical Mind save +6 (+3 eff.) Life Regen +2.00 Cut Resist +10% other ------- Stamina when Hit +0.70 Equi when Hit +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
114 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor&2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +5 (+5 eff.) Mind save +5 (+3 eff.) Healmod +11% other ------- Light +3 See Stealth +5 See Invis +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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 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. |
Transmogrification Chest2.0 Encumbrance sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Goriyabers [power 15] (20 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Dex +1 Mag other ------- Infravision +3 Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
cleansing elm wand of conjuration [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 110 cold damage Puts all charms on 15 cooldown 100% to cleanse 1 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. |
elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Anikod the Skeleton Corruptor level 6
4th Mirth 122nd year of Ascendancy at 23:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Anikod the Skeleton Corruptor level 10
5th Dusk 122nd year of Ascendancy at 03:19 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Anikod the Skeleton Corruptor level 9
3rd Dusk 122nd year of Ascendancy at 12:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Anikod the Skeleton Corruptor level 12
17th Dusk 122nd year of Ascendancy at 04:12 see stats
Log
Anikod is no longer surging arcane power.
Talent Rune: Shatter Afflictions is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: hostile spotted to the south (Bethomina the giant black ant)).
Anikod casts Soul Rot.
Bethomina the giant black ant is afflicted by a weakness disease!
Anikod&DARK_GREENLASTLASTDARK_GREENLASTLASTLASTBlood Spray.
Bethomina the giant black ant is recovering from the damage!
Anikod hits Bethomina the giant black ant for 129 blight damage.
Weakness Disease from Anikod hits Bethomina the giant black ant for 25 blight damage.
Anikod casts Drain.
Anikod hits Bethomina the giant black ant for 64 blight damage.
Bethomina the giant black ant uses Dual Strike.
Bethomina the giant black ant misses Anikod.
Weakness Disease from Anikod hits Bethomina the giant black ant for 21 blight damage.
Talent Virulent Disease is ready to use.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (Bethomina the giant black ant)).
Soul Rot is still on cooldown for 1 turns.
Anikod hits Bethomina the giant black ant for 13 physical, 5 fire (18 total damage).
Anikod killed Bethomina the giant black ant!
Talent Soul Rot is ready to use.















































































