
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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.
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Doomelf |
Class | Rogue |
Level / Exp | 14 / 51% |
Size | medium |
Lifes / Deaths | Killed by gwelgoroth at level 14 on the 79th Dusk 122nd year of Ascendancy at 09:46 / 2Killed by greater gwelgoroth at level 14 on the 79th Dusk 122nd year of Ascendancy at 09:55 |
Primary Stats
Strength | 11 (base 12) |
Dexterity | 22 (base 21) |
Constitution | 16 (base 10) |
Magic | 13 (base 10) |
Willpower | 21 (base 10) |
Cunning | 55 (base 34) |
Resources
Life | -72/451 |
Stamina | 166/166 |
Healing Factor | 1.0545771506545 |
Regeneration | 0.26364428766362 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 39.172317758494 |
See Invisible | 39.172317758494 |
Offense: Mainhand
Damage | 36 |
Accuracy | 16 |
Crit Chance | 23% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 12 |
Accuracy | 15 |
Crit Chance | 26% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Fire | +5% |
Nature | +15% |
Physical | +7% |
Cold | +7% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
Defense: Base
Armour (hardiness) | 7 (57.155997060385%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 26 |
Mental Save | 27 |
Defense: Resistances
Cold | + 17%( 70%) |
Acid | + 30%( 70%) |
Nature | + 28%( 70%) |
Darkness | + 21%( 70%) |
Blight | + 21%( 70%) |
Physical | + 16%( 70%) |
Fire | + 19%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 42% |
Instadeath Resistance | 100% |
Disarm Resistance | 42% |
Poison Resistance | 70% |
Knockback Resistance | 83% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 269 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Effects
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() Gloraba the Smolderblack (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2(-) Cun +3(-) Wil dps ---------- Phys.crit +1.0% (-) Mind.crit +1% (-) Melee Ret 8(-) fire ----- def ----- Armour +3 (-) Fatigue +2% (-) Resists +3%(-) fire Phys.save +6 (+3 eff.) (-) Spell.save +6 (+3 eff.) (-) Mind.save +6 (+3 eff.) (-) ---------- misc Max.hate +2.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Eareruikath the Oaktouch 2.0 T1 lite [Rare] Nature While equipped: Stats +3(-) Con dps ---------- Res.pen +15%(-) cold ----- def ----- Resists +3%(-) nature Crit.dmg- 5.00% (-) Max.HP +42.00 (-) ---------- 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. |
On head | [vs. Fanged Collar (On head)] Fanged CollarFanged Collar 0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4(-) Cun +4(-) Wil dps ---------- Mind.pwr +2 (+1 eff.) (-) Dmg.mod +5%(-) nature ----- def ----- Resists +10%(-) nature Poison- +20% (-) ---------- misc Masteries +0.20(-) Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 (-) Crit +4.0% (-) Atk.spd 100% (-) On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Tool | ![]() Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5(-) Wil dps ---------- Mind.pwr +5 (+2 eff.) (-) ----- def ----- Mind.save +10 (+5 eff.) (-) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 17/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() mule's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% (-) Max.HP +21.00 (-) Disarm- +22% (-) Pinning- +21% (-) Knockbk- +22% (-) ---------- misc Max.enc +20 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() rogue's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Fatigue +0% (+4%) Max.HP +20.00 (-1.00) Disarm- +20% (-2%) Pinning- +21% (-) Knockbk- +21% (-1%) ---------- misc Max.enc +0 (-20) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Fanged Collar 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10(-) Cun -5(-) Wil ----- def ----- Resists +15%(-) blight +15%(-) darkness +15%(-) acid Phys.save +15 (+10 eff.) (-) Spell.save +15 (+9 eff.) (-) Mind.save -7 (-4 eff.) (-) Max.HP +20.00 (-) You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() thought-forged iron dagger of massacre (116% power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Master/Psionic Power 116% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-) Crit +4.0% (-) Atk.spd 100% (-) Melee+ +6(-) mind On Hit: * 11% chance to reduce all saves and defense by 22 While equipped: Stats +2(-) Cun +2(-) Wil Sharp, short and deadly. Tap to cycle through comparison choices |
Around waist | ![]() Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 (-) Fatigue -10% (-) Max.HP +40.00 (-) Knockbk- +40% (-) ---------- misc Max.enc +70 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() Serpent's Glare (91% power, 15 apr, nature damage) 3.0 T1 mindstar 1H weapon Reqs Wil 12 [Unique] Nature Power 92% (-24%) Range: 1.1x (-0.2x) Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 (+10) Crit +7.0% (+3.0%) Atk.spd 100% (-) Melee+ +0(-6) mind Dmg.conv 30% poison On Hit: * 0% chance to reduce all saves and defense by 22 While equipped: Stats +0(-2) Cun +0(-2) Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 138.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
Cloak | ![]() resilient linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1(-) Str +2(-) Con ----- def ----- Defense +1 (+1 eff.) (-) Max.HP +32.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() linen robe of alchemy (0 def, 0 armour) 2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6%(-) acid +7%(-) physical +5%(-) fire +7%(-) cold ----- def ----- Resists +10%(-) acid +10%(-) physical +10%(-) fire +11%(-) cold +7%(-) all ---------- misc Cooldown Refit Golem -2(-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() shatter afflictions rune of the warrior (absorb 36; cd 16) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 36 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune of the titan (absorb 105; dur 4; cd 18) 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 105 damage for 4 turns. 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. |
![]() teleportation rune of the sneak (range 83; cd 14) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Xissra the Bilespike 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +0(-10) Cun +0(+5) Wil dps ---------- Dmg.mod +9% nature +6% temporal ----- def ----- Resists +0%(-15%) acid +5% physical +18%(+3%) darkness +0%(-15%) blight +10% cold +16% light +10% fire Phys.save +0 (+0 eff.) (-15 (-10 eff.)) Spell.save +0 (+0 eff.) (-15 (-9 eff.)) Mind.save +0 (+0 eff.) (+7 (+4 eff.)) Max.HP +0.00 (-20.00) Blind- +26% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() copper amulet 0.1 T1 amulet jewelry [Normal] While equipped: Stats +0(-10) Cun +0(+5) Wil ----- def ----- Resists +0%(-15%) blight +0%(-15%) darkness +0%(-15%) acid Phys.save +0 (+0 eff.) (-15 (-10 eff.)) Spell.save +0 (+0 eff.) (-15 (-9 eff.)) Mind.save +0 (+0 eff.) (+7 (+4 eff.)) Max.HP +0.00 (-20.00) Amulets make your neck look great! |
![]() copper amulet 'Arckiller' 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +0(-10) Cun +0(+5) Wil dps ---------- Dmg.mod +3% temporal ----- def ----- Resists +0%(-15%) acid +3% temporal +0%(-15%) darkness +0%(-15%) blight +3% mind Phys.save +0 (+0 eff.) (-15 (-10 eff.)) Spell.save +0 (+0 eff.) (-15 (-9 eff.)) Mind.save +0 (+0 eff.) (+7 (+4 eff.)) Max.HP +0.00 (-20.00) Amulets make your neck look great! |
![]() grounding copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +0(-10) Cun +0(+5) Wil ----- def ----- Resists +11% lightning +0%(-15%) acid +0%(-15%) darkness +0%(-15%) blight Phys.save +0 (+0 eff.) (-15 (-10 eff.)) Spell.save +0 (+0 eff.) (-15 (-9 eff.)) Mind.save +0 (+0 eff.) (+7 (+4 eff.)) Max.HP +0.00 (-20.00) Stun/Frz- +23% Amulets make your neck look great! |
![]() insulating copper amulet of magic (+3) 0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag +0(+5) Wil +0(-10) Cun ----- def ----- Resists +0%(-15%) acid +0%(-15%) darkness +0%(-15%) blight +11% fire +11% cold Phys.save +0 (+0 eff.) (-15 (-10 eff.)) Spell.save +0 (+0 eff.) (-15 (-9 eff.)) Mind.save +0 (+0 eff.) (+7 (+4 eff.)) Max.HP +0.00 (-20.00) Amulets make your neck look great! |
![]() warrior's copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +0(-10) Cun +0(+5) Wil ----- def ----- Resists +0%(-15%) blight +6% physical +0%(-15%) darkness +0%(-15%) acid Phys.save +0 (+0 eff.) (-15 (-10 eff.)) Spell.save +0 (+0 eff.) (-15 (-9 eff.)) Mind.save +0 (+0 eff.) (+7 (+4 eff.)) Max.HP +0.00 (-20.00) ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() warrior's steel amulet of willpower (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +0(-10) Cun +3(+8) Wil ----- def ----- Resists +0%(-15%) blight +5% physical +0%(-15%) darkness +0%(-15%) acid Phys.save +0 (+0 eff.) (-15 (-10 eff.)) Spell.save +0 (+0 eff.) (-15 (-9 eff.)) Mind.save +0 (+0 eff.) (+7 (+4 eff.)) Max.HP +0.00 (-20.00) ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() copper ring 0.1 T1 ring jewelry [Normal] While equipped: ----- def ----- Fatigue +0% (+4%) Max.HP +0.00 (-21.00) Disarm- +0% (-22%) Pinning- +0% (-21%) Knockbk- +0% (-22%) ---------- misc Max.enc +0 (-20) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() copper ring of corrosion (+22%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Fatigue +0% (+4%) Resists +22% acid Max.HP +0.00 (-21.00) Disarm- +0% (-22%) Pinning- +0% (-21%) Knockbk- +0% (-22%) ---------- misc Max.enc +0 (-20) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() mule's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% (-) Max.HP +0.00 (-21.00) Disarm- +0% (-22%) Pinning- +0% (-21%) Knockbk- +0% (-22%) ---------- misc Max.enc +22 (+2) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() warrior's steel ring of sensing 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +0% (+4%) Max.HP +0.00 (-21.00) Blind- +22% Disarm- +0% (-22%) Pinning- +0% (-21%) Knockbk- +0% (-22%) ---------- misc Max.enc +0 (-20) Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() wizard's copper ring of clarity 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Fatigue +0% (+4%) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +0.00 (-21.00) Disarm- +0% (-22%) Confus- +21% Pinning- +0% (-21%) Knockbk- +0% (-22%) ---------- misc Max.enc +0 (-20) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() iron dagger (102% power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Normal] Power 102% (-14%) Range: 1.3x (+0.0x) Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-) Crit +4.0% (-) Atk.spd 100% (-) Melee+ +0(-6) mind On Hit: * 0% chance to reduce all saves and defense by 22 While equipped: Stats +0(-2) Cun +0(-2) Wil Sharp, short and deadly. Tap to cycle through comparison choices |
![]() iron dagger (97% power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Normal] Power 97% (-19%) Range: 1.3x (+0.0x) Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-) Crit +4.0% (-) Atk.spd 100% (-) Melee+ +0(-6) mind On Hit: * 0% chance to reduce all saves and defense by 22 While equipped: Stats +0(-2) Cun +0(-2) Wil Sharp, short and deadly. Tap to cycle through comparison choices |
![]() Bill's Tree Trunk (136% power, 7 apr) 5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 137% (+20%) Range: 1.7x (+0.4x) Uses 130% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +7 (+2) Crit +1.5% (-2.5%) Atk.spd 100% (-) Melee+ +0(-6) mind On Hit: * 0% chance to reduce all saves and defense by 22 While equipped: Stats +0(-2) Cun +0(-2) Wil Shattering Blow: Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() thought-forged iron mace of erosion (109% power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Nature/Psionic Power 109% (-7%) Range: 1.4x (+0.1x) Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 (-3) Crit +0.5% (-3.5%) Atk.spd 100% (-) Melee+ +5(-1) mind +5 nature On Hit: * 10% chance to reduce all saves and defense by 22 While equipped: Stats +2(-) Cun +2(-) Wil Blunt and deadly. |
![]() Stormlash (115% power, 7 apr) 3.0 T1 whip 1H weapon Reqs Dex 15 [Unique] Arcane Power 115% (-1%) Range: 1.1x (-0.2x) Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 (+2) Crit +5.0% (+1.0%) Atk.spd 125% (+25%) Melee+ +0(-6) mind Dmg.conv 50% dazing lightning On Hit: * 0% chance to reduce all saves and defense by 22 On Crit: + Focus the lightning forces on an enemy While equipped: Stats +0(-2) Cun +0(-2) Wil dps ---------- Dmg.mod +10% lightning Acc +7 (+5 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 11.28 to 33.83 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. Tap to cycle through comparison choices |
![]() rough leather belt 1.0 T1 belt armor [Normal] While equipped: ----- def ----- Armour +0 (-4) Fatigue +0% (+10%) Max.HP +0.00 (-40.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) A belt that goes around your waist. |
![]() rough leather belt 'Elenydradoran' 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +1 Mag +4 Con ----- def ----- Armour +2 (-2) Defense +10 (+5 eff.) Fatigue +0% (+10%) Stealth +6 Max.HP +0.00 (-40.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) A belt that goes around your waist. |
![]() mindwoven linen robe of fire (+15%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +0%(-6%) acid +10%(+5%) fire +0%(-7%) cold +0%(-7%) physical ----- def ----- Resists +0%(-10%) acid +0%(-10%) physical +15%(+5%) fire +0%(-11%) cold +7%(-) all Mind.save +16 (+8 eff.) ---------- misc Cooldown Refit Golem +0(+2) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: Stats +0(-2) Cun +0(-3) Wil dps ---------- Phys.crit +0.0% (-1.0%) Mind.crit +0% (-1%) Melee Ret 0(-8) fire ----- def ----- Armour +1 (-2) Fatigue +0% (-2%) Resists +0%(-3%) fire Phys.save +0 (+0 eff.) (-6 (-3 eff.)) Spell.save +0 (+0 eff.) (-6 (-3 eff.)) Mind.save +0 (+0 eff.) (-6 (-3 eff.)) ---------- misc Stam/turn +0.30 Max.stam +12.00 Max.hate +0.00 (-2.00) A pair of boots made of leather. |
![]() Veletira the Daydash (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% light ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +11% light +3% cold +5% arcane +13% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() cleansing linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% nature +6% blight A pointy cloth hat, very wizardly... |
![]() grounding iron helm of dexterity (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() rough leather armour (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Normal] While equipped: dps ---------- Dmg.mod +0%(-6%) acid +0%(-7%) physical +0%(-5%) fire +0%(-7%) cold ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +0%(-10%) acid +0%(-10%) physical +0%(-10%) fire +0%(-11%) cold +0%(-7%) all ---------- misc Cooldown Refit Golem +0(+2) A suit of armour made of leather. |
![]() 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: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Planar Beacon 1.0 lite [Unique] Arcane While equipped: Stats +0(-3) Con dps ---------- Res.pen +0%(-15%) cold ----- def ----- Resists +0%(-3%) nature Crit.dmg- 0.00% (-5.00%) Max.HP +0.00 (-42.00) ---------- misc Light +3 (-) Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 51.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 51.64 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() brass lantern 2.0 T1 lite [Normal] While equipped: Stats +0(-3) Con dps ---------- Res.pen +0%(-15%) cold ----- def ----- Resists +0%(-3%) nature Crit.dmg- 0.00% (-5.00%) Max.HP +0.00 (-42.00) ---------- 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. |
![]() bright brass lantern of clarity 2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +0(-3) Con dps ---------- Res.pen +0%(-15%) cold ----- def ----- Resists +0%(-3%) nature Crit.dmg- 0.00% (-5.00%) Mind.save +5 (+3 eff.) Max.HP +0.00 (-42.00) ---------- misc Light +5 (+2) See.Stealth +8 See.Invis +5 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. |
![]() Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) ----- def ----- Mind.save +0 (+0 eff.) (-10 (-5 eff.)) ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 72.95 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) ----- def ----- Defense +5 (+2 eff.) Mind.save +0 (+0 eff.) (-10 (-5 eff.)) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
![]() elm wand of clairvoyance [power 9] (4/13 cooldown) 2.0 T1 wand charm [Ego] Arcane While equipped: Stats +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) ----- def ----- Mind.save +0 (+0 eff.) (-10 (-5 eff.)) Reveal the area around you, dispelling darkness (radius 9, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Vancleef the Rogue the Doomelf Rogue level 5
77th Pyre 122nd year of Ascendancy at 10:45 see stats
By Vancleef the Rogue the Doomelf Rogue level 10
10th Flare 122nd year of Ascendancy at 03:47 see stats
By Vancleef the Rogue the Doomelf Rogue level 13
64th Dusk 122nd year of Ascendancy at 16:16 see stats
Log
Greater gwelgoroth's Shock hits Vancleef the Rogue for 55 lightning damage.
Vancleef the Rogue is dazed!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Greater gwelgoroth casts Lightning.
Greater gwelgoroth casts Lightning.
Greater gwelgoroth hits Vancleef the Rogue for 68 lightning damage.
Greater gwelgoroth hits Vancleef the Rogue for 86 lightning damage.
Halfling gardener uses Infusion: Regeneration.
Halfling gardener starts regenerating health quickly.
Vancleef the Rogue is not dazed anymore.
Greater gwelgoroth casts Shock.
Greater gwelgoroth's Shock hits Vancleef the Rogue for 74 lightning damage.
Vancleef the Rogue is dazed!
Gwelgoroth is no longer suffering from insomnia.
Gwelgoroth casts Lightning.
Greater gwelgoroth casts Shock.
Gwelgoroth hits Vancleef the Rogue for 103 lightning damage.
Greater gwelgoroth's Shock hits Vancleef the Rogue for 58 lightning damage.
Greater gwelgoroth casts Lightning.
Greater gwelgoroth hits Vancleef the Rogue for 81 lightning damage.
Vancleef the Rogue the level 14 doomelf rogue was amped to death by a greater gwelgoroth on level 1 of Derth.