










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. OldRPG - Music Mod v2 - Part 3 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, OldRPG - Music Mod v2 - Part 2 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, 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. 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:
OldRPG - Music Mod v2 - Part 4 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, OldRPG - Music Mod v2 - Part 1 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, 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 | Nightmare Roguelike |
Sex | Female |
Race | Drem |
Class | Stone Warden |
Level / Exp | 21 / 63% |
Size | medium |
Lifes / Deaths | Killed by Araseldalle the netherworm mass at level 21 on the 26th Wealth 122nd year of Ascendancy at 16:54 / 1 |
Primary Stats
Strength | 33 (base 28) |
Dexterity | 22 (base 11) |
Constitution | 27 (base 10) |
Magic | 57 (base 37) |
Willpower | 56 (base 37) |
Cunning | 24 (base 12) |
Resources
Life | -231/558 |
Mana | 191/493 |
Equilibrium | 163 |
Healing Factor | 1.1386945338482 |
Regeneration | 5.9781463027032 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 23.599459836163 |
See Invisible | 26.599459836163 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 48 |
Accuracy | 35 |
Crit Chance | 8% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 23 |
Accuracy | 35 |
Crit Chance | 8% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Arcane | +4% |
Cold | +6% |
All | 0% |
Lightning | +9% |
Light | +12% |
Mind | +15% |
Fire | +9% |
Nature | +21% |
Offense: Damage Penetration
Fire | +5% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 33 (60%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 16 |
Physical Save | 35 |
Spell Save | 38 |
Mental Save | 38 |
Defense: Resistances
Physical | + 21%( 70%) |
Nature | + 48%( 70%) |
Light | + 14%( 70%) |
Cold | + 24%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 15%( 70%) |
Fire | + 24%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 385 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: 17 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 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 49. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Damage +12% acid +6% nature +12% light Ignore resists +10% acid On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Armor +4 Fatigue +3% Resistance +9% nature Physical save +15 (+6 eff.) Mind save +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% fire Ignore resists +5% fire On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Resistance +3% nature +9% fire Life +42.00 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +9% lightning When Hit 2 light defense ------ Defense +1 (+1 eff.) Resistance +6% fire Unlife -60.00 life Life Regen +2.00 other ------- EQ when Hit +0.80 Psi when Hit +0.90 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +8 Mag +9 Wil offense ------ Spellpower +7 (+2 eff.) On-Hit 4 acid 5 fire 6 cold 7 arcane 5 lightning Damage +4% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane 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. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% fire +6% cold When Hit 2 fire defense ------ Resistance +3% light +15% cold other ------- Light +2 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life Regen +1.00 Stun Resist +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Dex offense ------ On-Hit 7 physical On-Ranged-Hit 9 physical Accuracy +8 (+4 eff.) On-Hit (Melee): * 12% chance to reduce all saves and defense by 28 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 28 other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +3 Wil +3 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T3 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 31.5 - 37.8 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +84 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: defense ------ Armor +6 Fatigue +8% other ------- Wards +4 lightning +5 temporal +4 darkness +5 fire +4 nature +4 blight +5 cold +4 arcane +3 light Talents +1 Ward +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +8 (+4 eff.) Resistance +5% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 29.0 - 34.8 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On-hit +4 lightning On-Hit, radius 1 +4 lightning While equipped: offense ------ Mindpower +15 (+5 eff.) defense ------ Armor +6 Fatigue +8% Resistance +11% physical Mind save +9 (+3 eff.) other ------- EQ when Hit +0.08 Hate-on-crit +3.00 See Invisibility +3 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil defense ------ Defense +2 (+1 eff.) Spell save +7 (+3 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +2 Str +2 Dex +2 Mag +6 Wil +2 Cun +7 Con offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +6 Str defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) Accuracy +6 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +2% Critical power +10.00% Mindpower +4 (+1 eff.) defense ------ Resistance +2% physical Physical save +3 (+1 eff.) Spell save +2 (+1 eff.) other ------- Talents +1 Attune Mindstar 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. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +8 (+3 eff.) Damage +15% blight other ------- Max mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Mindpower +10 (+3 eff.) When Hit 6 cold defense ------ Mind save +9 (+3 eff.) Life +30.00 other ------- Max hate +6.00 Max psi +10.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str offense ------ Damage +9% light +3% fire defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Damage +3% light On-Hit (Melee): * 10% chance to slow global speed by 55% defense ------ Armor +1 Resistance +3% nature +6% light Stealth +5 other ------- Light +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: Stats +5 Lck +4 Dex defense ------ Armor +1 Stealth +5 A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Mag +6 Wil +2 Con offense ------ Physical Power +12 (+4 eff.) Spellpower +6 (+2 eff.) On-Hit 10 arcane Damage +5% arcane Ignore resists +5% temporal defense ------ Armor +2 Fatigue +3% Resistance +4% arcane Physical save +16 (+7 eff.) Spell save +5 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 58.52 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) Damage +9% fire Ignore resists +5% light When Hit 4 mind 6 light defense ------ Armor +3 Fatigue +5% Resistance +3% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +9 Fatigue +5% Resistance +6% nature Unlife -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: Stats +1 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +16% blight +10% darkness other ------- Light +1 A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+3 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 47.64 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +18% lightning Mind save +10 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +16% lightning Life Regen +2.50 other ------- Stamina/turn +1.10 A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +16% fire Life Regen +2.20 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +25 (+8 eff.) Damage +6% physical defense ------ Resistance +6% darkness +6% fire Physical save +3 (+1 eff.) other ------- Stamina/turn +1.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun +1 Wil offense ------ Mind Crit +4% Ignore resists +20% nature +10% mind other ------- EQ when Hit +0.04 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Nalcerat the Drem Stone Warden level 20
22nd Wealth 122nd year of Ascendancy at 14:21 see stats
By Nalcerat the Drem Stone Warden level 17
37th Profit 122nd year of Ascendancy at 08:22 see stats
By Nalcerat the Drem Stone Warden level 21
26th Wealth 122nd year of Ascendancy at 15:58 see stats
By Nalcerat the Drem Stone Warden level 10
26th Voratun 122nd year of Ascendancy at 15:19 see stats
By Nalcerat the Drem Stone Warden level 20
22nd Wealth 122nd year of Ascendancy at 04:11 see stats
By Nalcerat the Drem Stone Warden level 6
21st Voratun 122nd year of Ascendancy at 04:57 see stats
By Nalcerat the Drem Stone Warden level 12
6th Profit 122nd year of Ascendancy at 13:43 see stats
By Nalcerat the Drem Stone Warden level 21
26th Wealth 122nd year of Ascendancy at 16:16 see stats
By Nalcerat the Drem Stone Warden level 18
38th Profit 122nd year of Ascendancy at 16:24 see stats
Log
Nalcerat is no longer pinned.
Stone Half (Nalcerat) is no longer pinned.
Crystaline Half (Nalcerat) is no longer pinned.
Crystaline Half (Nalcerat) is pinned to the ground.
Lashing Tentacle hits Crystaline Half (Nalcerat) for 82 physical damage.
Melee retaliation hits Lashing Tentacle for 2 nature, 1 light, 13 nature, 1 fire (17 total damage).
Nalcerat counter attacks Araseldalle the netherworm mass with her shield shards!
Bleeding from Crystaline Half (Nalcerat) hits Araseldalle the netherworm mass for (8 to psi shield), 13 physical (13 total damage).
Black Blood Bleeding from Nalcerat hits Araseldalle the netherworm mass for 15 darkness damage.
Nalcerat hits Araseldalle the netherworm mass for (7 to psi shield), 11 nature, (2 to psi shield), 4 acid, (3 to psi shield), 5 physical, 7 cold, 6 fire, 6 lightning, 23 arcane, (7 to psi shield), 10 nature, 5 lightning, (2 to psi shield), 4 acid, (3 to psi shield), 5 physical, 7 cold, 6 fire, 6 lightning, 23 arcane, 5 lightning (134 total damage).
Nalcerat hits Lashing Tentacle for 4 lightning damage.
Poison from Nalcerat hits Araseldalle the netherworm mass for (5 to psi shield), 8 nature (8 total damage).
Melee retaliation hits Araseldalle the netherworm mass for (1 to psi shield), 2 nature, 1 light, 2 fire, 6 arcane, (7 to psi shield), 10 nature (20 total damage).
Araseldalle the netherworm mass's Beyond the Flesh hits Nalcerat for 58 physical, 10 blight, 19 physical (87 total damage).
Nalcerat casts Stone Touch.
Araseldalle the netherworm mass turns to STONE!
Stone Half (Nalcerat) uses Taunt.
Crystaline Half (Nalcerat) uses Rain of Spikes.
Lashing Tentacle resists Crystaline Half (Nalcerat)'s 'Bleeding'!
Black Blood Bleeding from Nalcerat hits Lashing Tentacle for 11 darkness damage.
Poison from Nalcerat hits Lashing Tentacle for 4 nature damage.
Araseldalle the netherworm mass speeds up.
Araseldalle the netherworm mass slows down.
Bleeding from Crystaline Half (Nalcerat) hits Araseldalle the netherworm mass for (8 to psi shield), 13 physical (13 total damage).
Black Blood Bleeding from Nalcerat hits Araseldalle the netherworm mass for 19 darkness damage.
Poison from Nalcerat hits Araseldalle the netherworm mass for (7 to psi shield), 10 nature (10 total damage).
Melee retaliation hits Araseldalle the netherworm mass for (1 to psi shield), 2 nature, 1 light, 1 fire, 7 arcane, (8 to psi shield), 13 nature (24 total damage).
Araseldalle the netherworm mass's Beyond the Flesh hits Nalcerat for 73 physical damage.
Nalcerat the level 21 drem stone warden was dissected to death by Araseldalle the netherworm mass on level 1 of Yiilkgur, the Sher'Tul Fortress.