











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! 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 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: 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 | 20 / 66% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 20 on the 8th Shortage 122nd year of Ascendancy at 05:09 / 1 |
Primary Stats
Strength | 26 (base 19) |
Dexterity | 20 (base 10) |
Constitution | 12 (base 10) |
Magic | 45 (base 32) |
Willpower | 47 (base 48) |
Cunning | 21 (base 10) |
Resources
Life | -450/593 |
Mana | 312/399 |
Equilibrium | 45 |
Healing Factor | 1.0191526171258 |
Regeneration | 0.25478815428144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 41 |
Accuracy | 44 |
Crit Chance | 6% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 44 |
Crit Chance | 6% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Cold | +13% |
Darkness | +3% |
Blight | +5% |
Physical | +12% |
Mind | +11% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Defense: Base
Armour (hardiness) | 60.551211628464 (73.607947236566%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 41 |
Physical Save | 19 |
Spell Save | 26 |
Mental Save | 34 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 18%( 70%) |
Physical | + 1%( 70%) |
Cold | + 33%( 70%) |
All | 0%( 70%) |
Lightning | + 33%( 70%) |
Light | + 16%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 23%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 9%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 43% |
Instadeath Resistance | 100% |
Confusion Resistance | 51% |
Silence Resistance | 10% |
Pinning Resistance | 22% |
Poison Resistance | 12% |
Knockback Resistance | 20% |
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: 14 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 20 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: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 640% 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 Magic stat. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
| 4/5 |
| 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 defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +5.00% Ignore Armor +4 When Hit 2 darkness On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Armor +7 Defense +5 (+5 eff.) Resistance +6% fire +7% cold A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Con offense ------ Damage +11% mind +9% physical defense ------ Defense +1 (+1 eff.) Resistance +11% mind +6% blight Unlife -60.00 life Silence Resist +10% other ------- Max stamina +30.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 physical Damage +3% physical defense ------ Armor +7 Fatigue +3% Unarmed combat: Weapon Damage 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +6 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 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. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +4 Dex offense ------ Accuracy +6 (+2 eff.) On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +6% blight +6% nature +3% darkness Life +27.00 Poison Resist +12% Disease Resist +10% Disarm Resist +23% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +12% lightning +13% cold Accuracy +5 (+2 eff.) On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +24% lightning +26% cold +3% light +3% blight Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag defense ------ Armor +4 Resistance +3% fire +3% light +3% nature Disarm Resist +20% Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T2 shield armor [Ego] Arcane/Nature When used to Attack: Weapon Damage 13.5 - 16.2 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +44 While equipped: offense ------ On-Hit 5 cold When Hit 6 ice defense ------ Armor +4 Fatigue +8% Resistance +10% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Armor +8 Resistance +9% lightning +6% temporal +3% blight +6% acid +1% physical Unlife -80.00 life A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 13.0 - 15.6 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +70 While equipped: defense ------ Armor +6 Fatigue +8% Life +54.00 other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +3 Mag offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +1 (+1 eff.) Physical save +6 (+3 eff.) Life +34.00 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 Encumbrance T1 massive armor [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +5% darkness When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +14 Fatigue +22% Resistance +12% mind A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 30.00 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 (+3 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 [Rare] Nature While equipped: Stats +3 Str +3 Cun defense ------ Crit Resistance 5.00% other ------- Infravision +1 See Invis +18 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% light Ignore resists +10% acid When Hit 6 nature On-Hit (Melee): * 20% chance to reduce armor by 28% defense ------ Resistance +3% light Life Regen +2.00 Stun Resist +23% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Critical power +10.00% On-Hit 6 physical On-Ranged-Hit 5 physical Ignore resists +5% mind When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 * 20% chance to reduce damage dealt by 17% On-Hit (Ranged): * 11% chance to reduce all saves and defense by 20 defense ------ Resistance +3% acid other ------- Hate-on-crit +2.00 Max hate +6.00 Max psi +10.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Physical Power +7 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+3 eff.) Accuracy +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +11% blight defense ------ Resistance +11% blight Spell save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 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. |
![]() 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 (+7 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. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Wil +4 Mag defense ------ Physical save +3 (+2 eff.) Unlife -40.00 life other ------- Mana/turn +0.20 Max mana +80.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% light +3% blight Ignore resists +10% light +5% lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 defense ------ Resistance +9% lightning Life +33.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +7 Wil offense ------ Critical power +5.00% Against +18% Summoned defense ------ Resistance +6% blight +6% lightning Resist Against +23% Summoned Mind save +9 (+4 eff.) Life +40.00 Life Regen +0.70 Healmod +10% other ------- Equi when Hit +0.04 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Dex +1 Cun offense ------ Physical Crit +2.0% Ignore resists +15% mind defense ------ Armor +2 Defense +6 (+6 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 +2 Str +2 Con offense ------ Damage +9% lightning Ignore resists +5% lightning +10% nature On-Hit (Melee): * 20% chance to slow global speed by 46% * 10% chance to reduce all saves and defense by 20 defense ------ 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. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Spell Crit +3% Critical power +5.00% Ignore resists +5% blight Ignore Shields +30% defense ------ Armor +3 Fatigue +2% other ------- Vim-on-crit +2.00 Light +1 Rush: Puts all charms on 25 cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +3 Fatigue +2% Resistance +3% blight +6% temporal +5% arcane +3% darkness Physical save +6 (+3 eff.) Spell save +6 (+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. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Wil defense ------ Armor +5 Fatigue +2% Resistance +6% light Crit Resistance 10.00% 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. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +11 (+4 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +5.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 22.5 - 24.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% 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 +1 Mag +4 Con offense ------ Damage +9% mind defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +11.00 See Invis +12 Unarmed combat: Weapon Damage 9.5 - 13.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +2 Cun +3 Mag offense ------ Spell Crit +2% On-Hit 8 darkness 10 light Damage +6% darkness +3% light +6% nature When Hit 6 nature defense ------ Armor +2 Fatigue +3% Resistance +11% darkness +11% light other ------- Infravision +1 Unarmed combat: Weapon Damage 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +15 light +18 darkness On Hit: 20% Moonlight Ray 3 On Hit: 20% Searing Light 3 On Hit: * 6% chance to reduce damage dealt by 17% Starfall: Puts all charms on 20 cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 47.83 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str +3 Cun defense ------ Armor +1 Fatigue +1% Resistance +3% acid +9% darkness other ------- Light +2 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex offense ------ Physical Crit +1.0% defense ------ Armor +1 Defense +5 (+5 eff.) Fatigue +1% Resistance +6% fire Disease Resist +10% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +3 Fatigue +5% Unlife -20.00 life Poison Resist +10% Confus Resist +20% 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] Nature While equipped: defense ------ Armor +3 Defense +5 (+5 eff.) Fatigue +5% Resistance +6% lightning +10% cold +2% physical Unlife -20.00 life Knockbk Resist +20% other ------- Breathe water 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 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(104 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex +2 Wil offense ------ When Hit 6 acid defense ------ Resistance +6% darkness Life +42.00 other ------- Light +3 See Invis +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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 105.91 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. |
![]() 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 9
5th Profit 122nd year of Ascendancy at 19:31 see stats
By Carl Brutananadilewski the Drem Stone Warden level 10
28th Dearth 122nd year of Ascendancy at 04:02 see stats
By Carl Brutananadilewski the Drem Stone Warden level 20
3rd Shortage 122nd year of Ascendancy at 12:07 see stats
By Carl Brutananadilewski the Drem Stone Warden level 11
32nd Dearth 122nd year of Ascendancy at 04:37 see stats
By Carl Brutananadilewski the Drem Stone Warden level 16
8th Loss 122nd year of Ascendancy at 03:45 see stats
Log
Elibremina the rogue starts to bleed black blood.
Carl Brutananadilewski counter attacks Elibremina the rogue with his shield shards!
Carl Brutananadilewski performs a melee critical strike against Elibremina the rogue!
Melee retaliation hits Carl Brutananadilewski for (11 flat reduction), 0 cold, (11 flat reduction), 0 cold, (12 flat reduction), 0 cold (0 total damage).
Elibremina the rogue's Beyond the Flesh hits Carl Brutananadilewski for (22 flat reduction), 22 cold, 4 healing (22 total damage) [4 healing].
Melee retaliation hits Elibremina the rogue for 1 darkness, 9 blight, 4 mind, 7 arcane, 3 cold (24 total damage).
Stone Vine from Carl Brutananadilewski hits Gloronn the rogue for 13 nature, 7 arcane (20 total damage).
Stone Vine from Carl Brutananadilewski hits Elibremina the rogue for (29 to psi shield), 0 nature, 10 arcane (10 total damage).
Carl Brutananadilewski hits Elibremina the rogue for 79 arcane, (9 to psi shield), 0 physical, 14 arcane, 6 cold, 72 arcane, (9 to psi shield), 0 physical, 14 arcane, 6 cold, (15 to psi shield), 0 nature, (11 to psi shield), 0 physical, 18 arcane, 4 cold, (22 to psi shield), 0 nature, (11 to psi shield), 0 physical, 18 arcane (230 total damage).
Carl Brutananadilewski hits Bandit for 101 arcane, 11 physical, 18 arcane, 10 cold, 175 arcane, 11 physical, 18 arcane (343 total damage).
Carl Brutananadilewski hits Gloronn the rogue for 55 arcane, 7 physical, 10 arcane, 3 cold, 49 arcane, 7 physical, 10 arcane, 3 cold (143 total damage).
Carl Brutananadilewski killed Elibremina the rogue!
Carl Brutananadilewski killed Bandit!
Gloronn the rogue casts Call of the Crypt.
Carl Brutananadilewski is confused and fails to use Elemental Split.
Stone Vine from Carl Brutananadilewski hits Gloronn the rogue for 10 nature, 5 arcane (15 total damage).
Skeleton mage receives 35 healing from Rime Wraith from Gloronn the rogue.
Stone Vine from Carl Brutananadilewski hits Bandit for 39 nature, 15 arcane (54 total damage).
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Skeleton mage casts Flame.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Armoured skeleton warrior receives 35 healing from Rime Wraith from Gloronn the rogue.
Rime Wraith from Gloronn the rogue hits Carl Brutananadilewski for (22 flat reduction), 90 cold (90 total damage).
Gloronn the rogue casts Invoke Darkness.
Gloronn the rogue hits Carl Brutananadilewski for (22 flat reduction), 239 cold (239 total damage).
Skeleton mage's Flame hits Carl Brutananadilewski for 245 cold damage.
Carl Brutananadilewski the level 20 drem stone warden was frozen to death by a skeleton mage on level 2 of Unknown tunnels.