












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Furrae Race 1.2.1Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. 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. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/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:
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. Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Brawler combo displayer 1.7.4Displays combo point icon when you get it. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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.
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Stone Warden |
Level / Exp | 18 / 99% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 26 (base 12) |
Dexterity | 22 (base 10) |
Constitution | 12 (base 10) |
Magic | 53 (base 46) |
Willpower | 44 (base 35) |
Cunning | 20 (base 10) |
Resources
Life | 578/591 |
Mana | 357/357 |
Equilibrium | 30 |
Healing Factor | 1.0191526171257 |
Regeneration | 0.25478815428142 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 31.388114253578 |
See Invisible | 31.388114253578 |
Offense: Mainhand
Damage | 43 |
Accuracy | 50 |
Crit Chance | 6% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 50 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +9% |
Darkness | +3% |
Blight | +11% |
Acid | +9% |
Mind | +11% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Fire | +25% |
Light | +10% |
Defense: Base
Armour (hardiness) | 47.955640574961 (73.607947236566%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 31 |
Physical Save | 21 |
Spell Save | 30 |
Mental Save | 28 |
Defense: Resistances
Blight | + 17%( 70%) |
Physical | + 10%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Darkness | + 3%( 70%) |
Light | + 17%( 70%) |
Mind | + 17%( 70%) |
Fire | + 13%( 70%) |
Lightning | + 6%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Bleed Resistance | 10% |
Confusion Resistance | 31% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 213 damage for 4 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 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. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Shards |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower 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 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 |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. * You've found the needed black mamba head. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Cun +1 Con dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +2% physical Die.at -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% light +25% fire Melee Ret 2 light ----- def ----- Resists +15% light Max.HP +54.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +6 Str +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% physical Phys.save +5 (+3 eff.) A cap made of leather. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +2 Dex +2 Cun dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+3 eff.) ---------- misc Cooldown Double Strike -1 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 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +5 Mag +1 Wil +5 Cun dps ---------- Dmg.mod +11% blight +9% acid Acc +7 (+2 eff.) ----- def ----- Resists +11% blight Spell.save +8 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind +3% lightning Res.pen +10% cold ----- def ----- Resists +17% mind +6% blight Disarm- +10% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 On Hit: * Deal physical damage equal to your armor (47) While equipped: Stats +2 Dex dps ---------- Crit.mult +15.00% On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) ----- def ----- Armour +7 Fatigue +8% Max.HP +45.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 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 | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+5 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue -5% Resists +3% physical +3% darkness +3% fire Crit.chn- 10.00% Max.HP +43.00 Cut- +10% ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +10 (+3 eff.) Dmg.mod +6% light +3% darkness ----- def ----- Armour +7 Fatigue +22% Resists +3% light Max.HP +20.00 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +16 (+8 eff.) Dmg.mod +3% mind ----- def ----- Mind.save +7 (+3 eff.) Blind- +21% Confus- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 physical On Hit.r1 +7 fire While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +5% physical Res.pen +5% temporal Acc +13 (+4 eff.) ----- def ----- Defense +5 (+4 eff.) Disarm- +25% ---------- misc Stam/turn +1.00 Sharp, long, and deadly. |
![]() 5.0 T1 staff 2H weapon [Ego+] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+2 eff.) Dmg.mod +10% arcane ----- def ----- HP.reg +0.50 Heal.mod +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Die.at -40.00 life Max.HP +33.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Dex +1 Cun +4 Con dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness ----- def ----- Resists +3% darkness Crit.chn- 5.00% Max.HP +47.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +6 Wil +3 Cun dps ---------- Mind.pwr +5 (+3 eff.) Acc +3 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+7 eff.) Resists +7% all +15% cold ---------- misc 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 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +6% nature +3% fire Res.pen +10% nature +15% fire ----- def ----- Armour +3 Fatigue +2% Resists +9% nature +3% fire Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 39.81 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. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% cold +6% temporal ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: Stats +4 Str +2 Dex +4 Con dps ---------- Phys.crit +4.0% ----- def ----- Armour +8 Defense +28 (+15 eff.) Fatigue +12% Mind.save +3 (+1 eff.) Max.HP +53.00 Disease- +20% ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+4 eff.) Fatigue +12% Resists +20% fire HP.reg +5.50 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 28.0 - 33.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +100 While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +12% temporal Melee Ret 2 darkness 2 temporal ----- def ----- Resists +6% darkness Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +3% darkness Crit.chn- 5.00% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +15 (+9 eff.) Resists +9% darkness Max.HP +41.00 Blind- +10% ---------- misc Light +3 Infravis +1 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 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 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 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Tankly Bob the Drem Stone Warden level 10
3rd Profit 122nd year of Ascendancy at 19:00 see stats
By Tankly Bob the Drem Stone Warden level 12
13rd Profit 122nd year of Ascendancy at 14:48 see stats
By Tankly Bob the Drem Stone Warden level 9
29th Voratun 122nd year of Ascendancy at 16:58 see stats
By Tankly Bob the Drem Stone Warden level 9
1st Acquisition 122nd year of Ascendancy at 06:55 see stats
By Tankly Bob the Drem Stone Warden level 14
20th Profit 122nd year of Ascendancy at 04:50 see stats
Log
You gain 11.26 gold from the transmogrification of yew starstaff 'Lisenn' (20-24 power, 4 apr, darkness element).
You gain 2.72 gold from the transmogrification of shimmering ash vilestaff (15-18 power, 3 apr, fire element).
You gain 2.50 gold from the transmogrification of potent yew vilestaff (24-28 power, 4 apr, blight element).
You gain 7.77 gold from the transmogrification of infernal ash vilestaff of breaching (15-18 power, 3 apr, blight element).
You gain 0.50 gold from the transmogrification of ash magestaff (15-18 power, 3 apr, fire element).
You gain 13.96 gold from the transmogrification of Maladin the Cloudrend (20-24 power, 4 apr, cold element).
You gain 0.75 gold from the transmogrification of hardened leather sling.
You gain 0.65 gold from the transmogrification of gifted mossy mindstar (2-2 power, 11 apr, nature damage).
You gain 2.00 gold from the transmogrification of Eye of Winter (8-8 power, 18 apr, cold damage).
You gain 1.95 gold from the transmogrification of steel mace of daylight (15-21 power, 3 apr).
You gain 11.84 gold from the transmogrification of Koromindil (26-36 power, 4 apr).
You gain 2.00 gold from the transmogrification of steel longsword of phasing (14-20 power, 9 apr).
You gain 3.31 gold from the transmogrification of balanced iron longsword of erosion (10-14 power, 2 apr).
You gain 1.88 gold from the transmogrification of ash longbow of cold.
You gain 12.25 gold from the transmogrification of Flashpierce the elm longbow.
You gain 0.70 gold from the transmogrification of steel greatsword of massacre (28-44 power, 2 apr).
You gain 0.70 gold from the transmogrification of steel greatsword of massacre (38-61 power, 2 apr).
You gain 11.51 gold from the transmogrification of dwarven-steel greatsword 'Bethuravena' (38-61 power, 2 apr).
You gain 5.10 gold from the transmogrification of balanced dwarven-steel greatsword of erosion (36-57 power, 2 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel greatmaul of massacre (51-77 power, 2 apr).
You gain 8.66 gold from the transmogrification of Arctitan (25-38 power, 2 apr).
You gain 0.70 gold from the transmogrification of steel dagger of massacre (19-25 power, 6 apr).
You gain 12.15 gold from the transmogrification of dwarven-steel dagger 'Obsidianpride' (18-23 power, 7 apr).
You gain 7.83 gold from the transmogrification of stabilizing steel amulet of manastreaming.
You gain 15.73 gold from the transmogrification of Darkviper.
You gain 1.03 gold from the transmogrification of teleportation rune of the sneak (range 45; cd 10).
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (res 19%; mental; dur 2; cd 14).
You gain 1.52 gold from the transmogrification of movement infusion (speed 435%; cd 14).
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