










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. 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 Roguelike |
Sex | Male |
Race | Drem |
Class | Stone Warden |
Level / Exp | 18 / 13% |
Size | medium |
Lifes / Deaths | Killed by Glowe the brecklorn at level 18 on the 5th Loss 122nd year of Ascendancy at 21:20 / 1 |
Primary Stats
Strength | 30 (base 17) |
Dexterity | 15 (base 10) |
Constitution | 17 (base 10) |
Magic | 35 (base 30) |
Willpower | 60 (base 46) |
Cunning | 17 (base 10) |
Resources
Life | -86/530 |
Mana | 436/472 |
Equilibrium | 30 |
Healing Factor | 1.3829415192741 |
Regeneration | 22.472799688203 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 4 |
Offense: Mainhand
Damage | 59 |
Accuracy | 38 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 38 |
Crit Chance | 6% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +6% |
Arcane | +15% |
Cold | +8% |
All | 0% |
Lightning | +5% |
Light | +24% |
Physical | +8% |
Mind | +30% |
Nature | +38% |
Offense: Damage Penetration
Darkness | +25% |
Light | +15% |
Arcane | +5% |
Fire | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 42 (60%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 23 |
Physical Save | 32 |
Spell Save | 35 |
Mental Save | 36 |
Defense: Resistances
Lightning | + 16%( 70%) |
Light | + 14%( 70%) |
Nature | + 47%( 70%) |
Cold | + 35%( 70%) |
Mind | + 14%( 70%) |
Fire | + 20%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 42% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 303 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 702% for 10 turns (8 total) and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+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. 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 Shax 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. | 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 within8 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +2 Wil offense ------ Damage +6% mind Ignore resists +25% darkness When Hit 2 mind defense ------ Armor +7 Fatigue +3% Physical save +6 (+3 eff.) Spell save +8 (+4 eff.) Mind save +7 (+4 eff.) Life Regen +7.00 Healmod +12% other ------- Infravision +2 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] Master While equipped: defense ------ Resistance +3% light Crit Resistance 5.00% Life Regen +4.00 Silence Resist +10% other ------- Light +9 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Wil offense ------ Physical Crit +1.0% defense ------ Armor +6 Fatigue +5% other ------- Mana/turn +0.12 Max vim +30.00 Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex offense ------ Physical Power +12 (+4 eff.) On-Hit 8 lightning 6 cold Damage +5% lightning +5% cold +3% nature On-Hit (Melee): * 10% chance to slow global speed by 52% defense ------ Armor +2 Resistance +6% lightning +6% cold Unarmed combat: Weapon Damage 20.0 - 22.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +5 lightning +7 ice On Hit: 10% Lightning Breath 3 On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +12% nature +3% cold Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Resistance +6% cold Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 206 Base Damage: 95 Armor: 1 All Resist: 0 Puts all charms on 25 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +1 Wil +3 Cun offense ------ Spell Crit +2% Spellpower +11 (+5 eff.) Damage +15% arcane +6% blight Ignore resists +5% arcane other ------- Max mana +20.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +3 Str +1 Con offense ------ Damage +12% light Ignore resists +5% light defense ------ Fatigue -5% Life Regen +2.00 other ------- Max stamina +20.00 Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- 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. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% fire defense ------ Resistance +3% mind Life +31.00 Disease Resist +20% Teleport Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Ego] Nature When used to Attack: Weapon Damage 17.5 - 21.0 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +44 While equipped: defense ------ Armor +4 Fatigue +8% Life +40.00 other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +12% light +9% mind Ignore resists +10% light On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 * 20% chance to reduce damage dealt by 21% defense ------ Defense +7 (+3 eff.) Physical save +5 (+3 eff.) 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 +5 Con +4 Wil 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 (+5 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 [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 101 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 34.50 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- 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... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +21% Amulets make your neck look great! |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +4 Dex +3 Mag +3 Cun offense ------ Damage +11% nature +6% fire Ignore resists +5% fire defense ------ Resistance +16% nature +7% all Crit Resistance 10.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +15% Summoned defense ------ Resist Against +15% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +2 Mag +2 Wil offense ------ Damage +3% blight +9% fire Ignore Armor +5 defense ------ Defense +1 (+0 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 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +1 Wil offense ------ Damage +3% temporal defense ------ Defense +7 (+3 eff.) Resistance +3% temporal Physical save +6 (+3 eff.) other ------- Equi when Hit +0.04 Max psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -2% Resistance +9% cold Crit Resistance 5.00% other ------- Infravision +1 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 feet armor [Rare] Master While equipped: Stats +3 Mag offense ------ Spellpower +15 (+7 eff.) Ignore Shields +30% defense ------ Armor +1 Fatigue -4% Physical save +6 (+3 eff.) other ------- Encumbrance +22 Mana/turn +0.04 Vim-on-crit +1.00 Max vim +30.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex offense ------ Ignore resists +5% lightning Ignore Armor +3 defense ------ Armor +4 Defense +15 (+7 eff.) other ------- Infravision +2 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +3 Str +1 Wil +2 Con offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% other ------- Infravision +2 Unarmed combat: Weapon Damage 9.5 - 13.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +4% arcane +21% acid When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 28% defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 12.5 - 17.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +7 arcane On-crit, radius 2 +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +3 Con defense ------ Defense +1 (+0 eff.) Resistance +6% darkness Mind save +6 (+3 eff.) other ------- Light +2 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mindpower +10 (+3 eff.) Damage +3% mind When Hit 8 fire defense ------ Armor +3 Fatigue +5% Resistance +3% fire +7% cold other ------- Breathe water 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 +2 Cun offense ------ Damage +3% physical Ignore Armor +2 defense ------ Armor +3 Defense +20 (+10 eff.) Fatigue +5% Physical save +11 (+6 eff.) Mind save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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 Encumbrance 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Ignore resists +20% light defense ------ Fatigue -5% Resistance +6% fire +3% darkness +6% light other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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. |
Achievements
By Carl Brutananadilewski the Drem Stone Warden level 8
1st Acquisition 122nd year of Ascendancy at 19:17 see stats
By Carl Brutananadilewski the Drem Stone Warden level 10
18th Dearth 122nd year of Ascendancy at 06:47 see stats
By Carl Brutananadilewski the Drem Stone Warden level 11
20th Dearth 122nd year of Ascendancy at 10:10 see stats
By Carl Brutananadilewski the Drem Stone Warden level 16
31st Dearth 122nd year of Ascendancy at 11:33 see stats
Log
Mirror Image (Glowe the brecklorn) hits Carl Brutananadilewski for (17 flat reduction), (14 redirected), 0 arcane (0 total damage).
Stone Half (Carl Brutananadilewski) redirects damage from Carl Brutananadilewski to himself!
Stone Half (Carl Brutananadilewski) redirects damage from Crystaline Half (Carl Brutananadilewski) to himself!
Burning from Glowe the brecklorn hits Stone Half (Carl Brutananadilewski) for 21 redirected damage.
Burning from Glowe the brecklorn hits Crystaline Half (Carl Brutananadilewski) for (21 redirected), 0 fire (0 total damage).
Burning from Glowe the brecklorn hits Stone Half (Carl Brutananadilewski) for 40 redirected damage.
Burning from Glowe the brecklorn hits Carl Brutananadilewski for (40 redirected), 0 fire (0 total damage).
Carl Brutananadilewski casts Pulverizing Auger.
Carl Brutananadilewski is less protected.
Stone Half (Carl Brutananadilewski) redirects damage from Crystaline Half (Carl Brutananadilewski) to himself!
Phantasmal Shield hits Stone Half (Carl Brutananadilewski) for 80 light, 80 redirected (159 total damage).
Phantasmal Shield hits Carl Brutananadilewski for 80 light damage.
Phantasmal Shield hits Mirror Image (Glowe the brecklorn) for 0 light damage.
Phantasmal Shield hits Crystaline Half (Carl Brutananadilewski) for (80 redirected), 0 light (0 total damage).
Stone Vine from Carl Brutananadilewski hits Mirror Image (Glowe the brecklorn) for 0 nature, 0 arcane (0 total damage).
Carl Brutananadilewski hits Stone Half (Carl Brutananadilewski) for 126 redirected damage.
Carl Brutananadilewski hits Glowe the brecklorn for 132 physical damage.
Carl Brutananadilewski hits Crystaline Half (Carl Brutananadilewski) for (126 redirected), 0 physical (0 total damage).
Glowe the brecklorn uses Spit Blight.
LOW HEALTH WARNING!
Carl Brutananadilewski killed Stone Half (Carl Brutananadilewski)!
Glowe the brecklorn hits Carl Brutananadilewski for 389 blight damage.
Crystaline Half (Carl Brutananadilewski) is less protected.
Burning from Glowe the brecklorn hits Crystaline Half (Carl Brutananadilewski) for 35 fire damage.
Burning from Glowe the brecklorn hits Carl Brutananadilewski for 65 fire damage.
Glowe the brecklorn casts Flame.
Glowe the brecklorn hits Carl Brutananadilewski for 104 fire damage.
Stone Vine from Carl Brutananadilewski hits Thief for 49 nature, 18 arcane (67 total damage).
Carl Brutananadilewski the level 18 drem stone warden was fried to death by Glowe the brecklorn on level 2 of The Deep Bellow.
Saving done.