









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/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:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Drem |
Class | Stone Warden |
Level / Exp | 33 / 68% |
Size | medium |
Lifes / Deaths | Killed by Polatira the brown bear at level 13 on the 40th Dearth 122nd year of Ascendancy at 05:12 0 / 8Killed by Sawtree at level 17 on the 15th Loss 122nd year of Ascendancy at 01:50 Killed by Arawyn the assassin at level 26 on the 12nd Iron 123rd year of Ascendancy at 20:05 Killed by Xeritta the treant at level 31 on the 26th Steel 123rd year of Ascendancy at 11:16 Killed by Urkis, the High Tempest at level 32 on the 35th Steel 123rd year of Ascendancy at 21:44 Killed by Lisoda the storm drake hatchling at level 33 on the 7th Gold 123rd year of Ascendancy at 17:59 Killed by Aletta Soultorn at level 33 on the 9th Gold 123rd year of Ascendancy at 13:08 Killed by Voryba the giant fire ant at level 33 on the 12nd Gold 123rd year of Ascendancy at 00:59 |
Primary Stats
Strength | 23 (base 12) |
Dexterity | 25 (base 10) |
Constitution | 35 (base 10) |
Magic | 79 (base 60) |
Willpower | 69 (base 60) |
Cunning | 25 (base 19) |
Resources
Life | -10/937 |
Mana | 464/645 |
Equilibrium | 15 |
Healing Factor | 1.2916660017318 |
Regeneration | 8.0729125108239 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +37% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 32.108545491274 |
Offense: Mainhand
Damage | 55 |
Accuracy | 44 |
Crit Chance | 11% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +70% |
Acid | +24% |
Arcane | +34% |
All | 0% |
Offense: Damage Penetration
Physical | +35% |
All | +25% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 9 (44.574340358689%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 45 |
Mental Save | 48 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 17%( 70%) |
All | + 12%( 70%) |
Darkness | + 18%( 70%) |
Temporal | + 17%( 70%) |
Physical | + 23%( 70%) |
Lightning | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 92% |
Silence Resistance | 38% |
Stun Resistance | 61% |
Poison Resistance | 20% |
Knockback Resistance | 0% |
Inscriptions (3/3)
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 297 damage for 3 turns. Its effects scale with your Willpower 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 97 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 607% 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 Willpower stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch stone | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 abandoned lost sun paladin, to death. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost tinker from death by bee swarm. Escort: lost tinker (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 failed to protect the repented thief from death by orc necromancer. Escort: repented thief (level 1 of Daikara) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed honey tree root. * You've found the needed orc heart. 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 snow giant kidney. * You've found the needed chunk of ghoul flesh. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed green worm. * You've found the needed length of troll intestine. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Mov.spd +10% Dmg.mod +21% acid Res.pen +15% nature ----- def ----- Armour +4 Fatigue -2% Max.HP +38.00 Silence- +38% Confus- +22% Stun/Frz- +31% ---------- misc Stam/turn +1.00 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +4% Mind.crit +6% Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Resists +8% blight +7% darkness Mind.save +7 (+2 eff.) ---------- misc Light +4 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 30 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Apr +3 ----- def ----- Armour +3 Defense +25 (+6 eff.) Fatigue +5% ---------- misc Stam/turn +3.00 Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +6 Str +3 Dex +5 Con ----- def ----- Crit.chn- 15.00% Def/telep +5 Res/telep +5% Dur/telep +5% Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown 100% to heal for 36. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +15 Con dps ---------- Dmg.mod +12% arcane +12% physical Acc +15 (+5 eff.) ----- def ----- Spell.save +15 (+5 eff.) ---------- misc Psi/ret +0.16 Max.stam +25.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +17% Acc +8 (+3 eff.) ----- def ----- Defense +9 (+2 eff.) Stun/Frz- +30% Blinding Speed: Puts all charms on 28 cooldown Level 3.0 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% acid +18% physical Res.pen +10% physical On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Ego+] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +17.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% physical ----- def ----- Resists +12% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.crit +4% Spell.pwr +14 (+3 eff.) Melee+ 4 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane ---------- misc Mana/turn +0.20 Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +12 arcane On Hit: 10% Elemental Bolt 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Str +2 Dex +4 Mag +4 Wil dps ---------- Phys.crit +2.0% Dmg.mod +15% physical Acc +30 (+10 eff.) On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Defense +2 (+0 eff.) Spell.save +10 (+3 eff.) Heal.mod +10% ---------- misc Max.mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +3 Mag +6 Cun +4 Con dps ---------- Spell.crit +2% Mov.spd +10% Dmg.mod +3% arcane ----- def ----- Fatigue -6% Resists +6% cold HP.reg +6.00 Poison- +20% Disarm- +20% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 499% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 390 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 334 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 25 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (161). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +13 Dex +7 Cun dps ---------- Spell.crit +1% Acc +22 (+7 eff.) Melee Ret 4 fire ----- def ----- Resists +12% fire Max.HP +46.00 HP.reg +7.00 Heal.mod +16% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +1.00 Max.vim +30.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Con dps ---------- Crit.mult +15.00% Dmg.mod +3% light +12% fire ----- def ----- Armour +4 Defense +10 (+2 eff.) Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag +8 Con ----- def ----- Resists +3% fire Phys.save +6 (+3 eff.) ---------- misc Max.hate +2.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +22.00 Disarm- +22% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +30 (+11 eff.) Dmg.mod +9% physical ----- def ----- Armour +8 Defense +10 (+2 eff.) Blind- +23% ---------- misc Infravis +4 See.Stealth +12 See.Invis +11 Rings make your fingers look great! |
![]() 3.0 T2 mace 1H weapon [Ego] Nature/Psionic Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 darkness +9 nature Against +7% Living Blunt and deadly. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 141% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +30.00% Spell.pwr +22 (+5 eff.) Melee+ 23 fire Dmg.mod +33% darkness +6% acid ----- def ----- Defense +20 (+5 eff.) Resists +6% blight +3% darkness Heal.mod +5% Blind- +20% ---------- misc See.Invis +5 Talents +1 Command Staff On Spell Hit: 10% Entropy 2 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +21.00% Spell.pwr +15 (+4 eff.) Melee+ 19 fire Dmg.mod +20% physical ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Acc +15 (+5 eff.) ----- def ----- Defense +28 (+7 eff.) Resists +18% light +15% fire Phys.save +9 (+4 eff.) Stealth +7 Max.HP +37.00 ---------- misc Max.hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +6 (+1 eff.) Resists +12% acid +6% cold Mind.save +9 (+3 eff.) Max.HP +60.00 HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Armour +5 Fatigue +2% Resists +6% mind +3% lightning Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Die.at -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Mag +2 Wil +4 Cun +5 Con dps ---------- Dmg.mod +12% mind +7% physical Res.pen +5% fire ----- def ----- Armour +4 Fatigue +3% Resists +6% fire ---------- misc Infravis +3 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Con dps ---------- Res.pen +13% darkness +11% temporal ----- def ----- Armour +4 Fatigue +3% Resists +15% darkness +15% temporal Phys.save +13 (+6 eff.) Mind.save +16 (+5 eff.) Def/telep +13 Res/telep +13% Dur/telep +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 head armor [Ego++] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +1 Fatigue +1% Resists +7% blight +6% darkness Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Circle of Sanctity: (Instant) Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 14 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +8 Dex +7 Con ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness ---------- misc Max.psi +20.00 Light +2 Infravis +5 A cap made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Random Unique] Nature/Master/Psionic When used to Attack: Power 132% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +120 Phasing +10% While equipped: Stats +1 Dex dps ---------- Acc +5 (+2 eff.) On shield block: * Cause enemies within radius 6 to bleed for 145 physical damage over 5 turns (1/turn) On Hit (Melee): * 8% chance to reduce all saves and defense by 26 On Melee Ret: * 15% chance to reduce all saves and defense by 26 ----- def ----- Armour +15 Fatigue +8% Resists +7% acid +7% fire +7% lightning +7% cold Phys.save +12 (+6 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 40 [Unique] Arcane When used to Attack: Power 162% Range: 1.2x Uses 20% Mag, 100% Str Dmg Temporal Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 T2 shield armor Reqs Shield usage training Str 25 [Unique] Nature When used to Attack: Power 131% Range: 1.4x Uses 150% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 6 cold ----- def ----- Resists +3% light +3% lightning Die.at -60.00 life Max.HP +42.00 Cut- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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 21 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By rock the Drem Stone Warden level 31
25th Steel 123rd year of Ascendancy at 16:56 see stats
By rock the Drem Stone Warden level 21
3rd Shortage 122nd year of Ascendancy at 10:00 see stats
By rock the Drem Stone Warden level 32
41st Steel 123rd year of Ascendancy at 09:05 see stats
By rock the Drem Stone Warden level 22
17th Shortage 122nd year of Ascendancy at 01:46 see stats
By rock the Drem Stone Warden level 10
26th Voratun 122nd year of Ascendancy at 08:55 see stats
By rock the Drem Stone Warden level 20
27th Loss 122nd year of Ascendancy at 11:50 see stats
By rock the Drem Stone Warden level 30
18th Steel 123rd year of Ascendancy at 03:47 see stats
By rock the Drem Stone Warden level 27
3rd Steel 123rd year of Ascendancy at 11:28 see stats
By rock the Drem Stone Warden level 28
6th Steel 123rd year of Ascendancy at 09:55 see stats
By rock the Drem Stone Warden level 10
25th Dearth 122nd year of Ascendancy at 09:58 see stats
By rock the Drem Stone Warden level 12
33rd Dearth 122nd year of Ascendancy at 12:08 see stats
By rock the Drem Stone Warden level 22
5th Shortage 122nd year of Ascendancy at 22:16 see stats
By rock the Drem Stone Warden level 17
15th Loss 122nd year of Ascendancy at 21:47 see stats
By rock the Drem Stone Warden level 33
9th Gold 123rd year of Ascendancy at 13:08 see stats
Log
Voryba the giant fire ant hits rock for 24 fire damage.
Raze hits Voryba the giant fire ant for 8 darkness damage.
Raze hits rock for 8 darkness, 8 darkness (16 total damage).
Eilinubrerin the brown bear hits Voryba the giant fire ant for 110 lightning damage.
Eilinubrerin the brown bear hits rock for 194 lightning, 99 lightning (292 total damage).
Rock's Rune: Shatter Afflictions has been disrupted by anti-magic forces!
Rock deactivates Body of Stone.
You are unable to move!
Rock meditates on nature.
Rock uses Nature's Touch.
Eilinubrerin the brown bear is stunned!
Rock's physical stun area effect hits Eilinubrerin the brown bear for 58 physical damage.
Eilinubrerin the brown bear uses Stunning Blow.
Eilinubrerin the brown bear misses rock.
Eilinubrerin the brown bear misses rock.
Voryba the giant fire ant's Beyond the Flesh performs a melee critical strike against rock!
Voryba the giant fire ant's Beyond the Flesh hits rock for 90 physical, 4 fire, 19 physical (113 total damage).
Bleeding from Rock hits Voryba the giant fire ant for (16 to psi shield), 24 physical (24 total damage).
Black Blood Bleeding from Rock hits Eilinubrerin the brown bear for 9 darkness damage.
Insidious Poison from Rock hits Voryba the giant fire ant for (2 to psi shield), 4 nature (4 total damage).
Black Blood Bleeding from Rock hits Voryba the giant fire ant for 7 darkness damage.
Voryba the giant fire ant spits flames!
Voryba the giant fire ant hits rock for 47 fire damage.
Burning from Voryba the giant fire ant hits rock for 43 fire damage.
Eilinubrerin the brown bear misses rock.
Voryba the giant fire ant spits flames!
Eilinubrerin the brown bear shrugs off rock's 'Stunned'!
Rock's physical stun area effect hits Eilinubrerin the brown bear for 58 physical damage.
Voryba the giant fire ant hits rock for 47 fire damage.
rock the level 33 drem stone warden was fried to death by Voryba the giant fire ant on level 4 of Dreadfell.