










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Drem |
Class | Doombringer |
Level / Exp | 9 / 50% |
Size | medium |
Lifes / Deaths | Killed by orc necromancer at level 9 on the 25th Voratun 122nd year of Ascendancy at 13:06 / 1 |
Primary Stats
Strength | 26 (base 19) |
Dexterity | 11 (base 10) |
Constitution | 15 (base 14) |
Magic | 34 (base 32) |
Willpower | 12 (base 10) |
Cunning | 11 (base 11) |
Resources
Life | -43/309 |
Stamina | 82/129 |
Vim | 132/132 |
Healing Factor | 1.2660311219418 |
Regeneration | 9.3275437645983 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 49 |
Accuracy | 35 |
Crit Chance | 21% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Blight | +9% |
Darkness | +3% |
Fire | +3% |
Defense: Base
Armour (hardiness) | 30.317011280365 (72.903125182002%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 13 |
Physical Save | 24 |
Spell Save | 16 |
Mental Save | 8 |
Defense: Resistances
Acid | + 6%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 6%( 70%) |
Cold | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 24% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 175 life over 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: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Corruption / Torture | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 |
Equipment
On feet | ![]() pair of iron boots of speed (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Movement speed: +25% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Firepulverizer Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6%(-) acid Changes damage: +3%(-) fire Reduces incoming crit damage: 5.00% (-) Physical save: +5 (+2 eff.) (-) Disarm immunity: +20% (-) Light radius: +3 (-) Healing mod.: +12% (-) 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 | ![]() iron helm of strength (+2) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2(-) Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 (-) Damage when hit (Melee): 10(-) draining blight Changes damage: +5%(-) blight When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() mule's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% (-) Maximum encumbrance: +20 (-) Stun/Freeze immunity: +24% (-) Life regen: +1.00 (-) Rings make your fingers look great! |
Around waist | ![]() reinforced rough leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +5 (+5 eff.) (-) Physical save: +10 (+5 eff.) (-) Life regen: +0.60 (-) Healing mod.: +10% (-) A belt that goes around your waist. |
In main hand | ![]() Deepssnake the steel battleaxe (29-44 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 29.5 - 44.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Damage (radius 2) on crit: +4(-) darkness When wielded/worn: Physical crit. chance: +9.0% (-) Changes damage: +3%(-) darkness Massive two-handed battleaxes. |
On hands | ![]() blighted rough leather gloves of strength (+2) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +1 (-) Damage (Melee): 6(-) blight Changes stats: +2(-) Str Changes resistances: +6%(-) blight Changes damage: +4%(-) blight 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 | ![]() rejuvenating iron mail armour of resilience (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Life regen: +2.10 (-) Stamina each turn: +0.50 (-) Maximum life: +21.00 (-) A suit of armour made of mail. |
Cloak | ![]() thick linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +11%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() stabilizing copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +12%(-) temporal Pinning immunity: +23% (-) Knockback immunity: +22% (-) Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 433% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() blink rune of the wizard (range 4; phase 14; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4(+1) Cooldown: 15(-1) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4(+1) spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%(-1%), your defense is increased by 14(-1) and all your resistances by 14%.(-1%) Its effects scale with your +Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune of the sneak (absorb 31; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12(-6) 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 31(-19) 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 +Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +15% darkness / +0%(-12%) temporal Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Pinning immunity: +0% (-23%) Knockback immunity: +0% (-22%) Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() This item will automatically be transmogrified when you leave the level. Umbral Razor (25-32 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(-4.5 - -11.8) Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+8) Crit. chance: +9.0% (+4.0%) Attack speed: 100% (-) On weapon hit: + 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% - Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Damage (radius 2) on crit: +0(-4) darkness Damage conversion: 50% darkness When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5%(+2%) darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 75.89 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() iron greatsword (13-20 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8(-16.5 - -23.4) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-1) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% - Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Damage (radius 2) on crit: +0(-4) darkness When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Changes damage: +0%(-3%) darkness Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. mossy mindstar (3-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-26.5 - -41.0) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% - Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Damage (radius 2) on crit: +0(-4) darkness When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Changes damage: +0%(-3%) darkness Talent granted: +1 Attune Mindstar Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() This item will automatically be transmogrified when you leave the level. cruel elm starstaff of might (10-12 power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-19.5 - -32.2) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% - Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Damage (radius 2) on crit: +0(-4) darkness When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Changes damage: +10% light / +0%(-3%) darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. potent ash magestaff of might (18-21 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6(-11.5 - -22.7) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% - Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Damage (radius 2) on crit: +0(-4) darkness When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Changes damage: +0%(-3%) darkness / +18% fire Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. iron waraxe (11-16 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1(-18.0 - -28.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% - Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Damage (radius 2) on crit: +0(-4) darkness When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Changes damage: +0%(-3%) darkness One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Life regen: +0.00 (-0.60) Healing mod.: +0% (-10%) A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +1 (+1 eff.) (-) Changes stats: +2 Mag / +2 Wil Changes resistances: +0%(-11%) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() This item will automatically be transmogrified when you leave the level. linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +1 (+1 eff.) (-) Changes stats: +1 Mag / +2 Wil Changes resistances: +0%(-11%) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() This item will automatically be transmogrified when you leave the level. psion's linen robe of lightning (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +0% (-12%) Changes resistances: +16% lightning / +7% all Changes resistances penetration: +5% mind Changes damage: +5% mind / +11% lightning Life regen: +0.00 (-2.10) Stamina each turn: +0.00 (-0.50) Psi each turn: +0.37 Maximum life: +0.00 (-21.00) Maximum psi: +12.00 Mindpower: +5 (+5 eff.) Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. corrosive rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-) Damage (Melee): 6 acid / 0(-6) blight Changes stats: +0(-2) Str Changes resistances: +5% acid / +0%(-6%) blight Changes damage: +4% acid / +0%(-4%) blight 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. |
![]() This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-) Fatigue: +1% Damage (Melee): 0(-6) blight Changes stats: +0(-2) Str Changes resistances: +0%(-6%) blight Changes damage: +0%(-4%) blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() This item will automatically be transmogrified when you leave the level. grounding rough leather cap of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +0(-2) Str / +2 Dex Changes resistances: +5% lightning / +6% temporal A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. iron helm 'Eclipselash' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3 Cun / +0(-2) Str Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +15% darkness Changes damage: +3% cold Maximum psi: +10.00 Mindpower: +5 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() This item will automatically be transmogrified when you leave the level. iron helm 'Shimmerrazor' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +0(-2) Str Changes resistances: +3% fire / +3% darkness / +6% temporal Changes resistances penetration: +10% lightning Physical save: +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() This item will automatically be transmogrified when you leave the level. iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Life regen: +0.00 (-2.10) Stamina each turn: +0.00 (-0.50) Maximum life: +0.00 (-21.00) A suit of armour made of mail. |
![]() iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Life regen: +0.00 (-2.10) Stamina each turn: +0.00 (-0.50) Maximum life: +0.00 (-21.00) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +3 (+3 eff.) (+1 (+1 eff.)) Fatigue: +6% (-6%) Life regen: +0.00 (-2.10) Stamina each turn: +0.00 (-0.50) Maximum life: +0.00 (-21.00) A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-6%) acid Changes damage: +0%(-3%) fire Reduces incoming crit damage: 0.00% (-5.00%) Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-20%) Light radius: +3 (-) Healing mod.: +0% (-12%) 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. |
![]() This item will automatically be transmogrified when you leave the level. scorching brass lantern of focus Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3 Wil Changes resistances: +0%(-6%) acid / +6% fire Changes damage: +6% mind / +0%(-3%) fire Reduces incoming crit damage: 0.00% (-5.00%) Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-20%) Light radius: +3 (-) Healing mod.: +0% (-12%) 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() This item will automatically be transmogrified when you leave the level. elm wand of lightning storm [power 116] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes damage: +0%(-5%) blight When carried: Talent granted: +0(+-1) Dig It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Edrtik the Drem Doombringer level 9
24th Voratun 122nd year of Ascendancy at 00:31 see stats
Log
Orc necromancer deactivates Hiemal Shield.
Edrtik steals life from Orc necromancer!
Edrtik hits Orc necromancer for (44 absorbed), 0 physical, (6 absorbed), 0 blight, (8 absorbed), 0 fire, (38 absorbed), (12 absorbed), 6 physical, (4 absorbed), 2 blight, (5 absorbed), 2 fire (11 total damage).
Fiery Aegis from Edrtik hits Orc necromancer for (13 absorbed), 50 fire (50 total damage).
Orc necromancer's Hiemal Shield hits Edrtik for 29 cold damage.
Orc necromancer hits Edrtik for 2 healing, 1 healing, 1 healing, (67 absorbed), 78 cold (78 total damage) [5 healing].
Orc necromancer receives 21 healing from Rime Wraith from Orc necromancer.
Orc necromancer's Hiemal Shield hits Edrtik for 29 cold damage.
Burning from Edrtik hits Orc necromancer for 26 fire damage.
Rime Wraith from Orc necromancer hits Edrtik for 70 cold damage.
Orc necromancer hits Edrtik for 67 cold damage.
Edrtik casts Rune: Shatter Afflictions.
A shield forms around Edrtik.
Edrtik casts Fiery Aegis.
Orc necromancer stops burning.
A shield forms around Edrtik.
Orc necromancer receives 21 healing from Rime Wraith from Orc necromancer.
Orc necromancer casts Rune: Shatter Afflictions.
Orc necromancer is not crippled anymore.
Orc necromancer's is no longer blazing.
A shield forms around orc necromancer.
Orc necromancer misses Edrtik.
Your shield crumbles under the damage!
The shield around Edrtik crumbles.
Orc necromancer roars triumphantly.
Rime Wraith from Orc necromancer hits Edrtik for (0 absorbed), 58 cold (59 total damage).
Orc necromancer hits Edrtik for (50 absorbed), (10 absorbed), 0 cold (0 total damage).
Edrtik the level 9 drem doombringer was chilled to death by an orc necromancer on level 1 of Ruins of Kor'Pul.
Orc necromancer is on fire!