












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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: 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:
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 Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 25 / 4% |
Size | medium |
Lifes / Deaths | Killed by fire drake at level 25 on the 28th Shortage 122nd year of Ascendancy at 18:35 / 1 |
Primary Stats
Strength | 28 (base 17) |
Dexterity | 14 (base 10) |
Constitution | 28 (base 10) |
Magic | 57 (base 54) |
Willpower | 57 (base 40) |
Cunning | 21 (base 10) |
Resources
Life | -88/799 |
Mana | 276/479 |
Equilibrium | 40 |
Healing Factor | 1.1456298990388 |
Regeneration | 1.4320373737984 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 28.970039208598 |
See Invisible | 28.970039208598 |
Offense: Mainhand
Damage | 71 |
Accuracy | 47 |
Crit Chance | 8% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 47 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | +3% |
Physical | +15% |
Mind | +8% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 73.551211628465 (100%) |
Defense | 39 |
Ranged Defense | 43 |
Fatigue | 53 |
Physical Save | 40 |
Spell Save | 48 |
Mental Save | 44 |
Defense: Resistances
Blight | + 9%( 70%) |
Physical | + 11%( 70%) |
Cold | + 28%( 70%) |
All | + 6%( 70%) |
Darkness | + 9%( 70%) |
Light | + 11%( 70%) |
Temporal | + 12%( 70%) |
Fire | + 24%( 70%) |
Lightning | + 22%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 21% |
Stun Resistance | 87% |
Confusion Resistance | 58% |
Pinning Resistance | 70% |
Disarm Resistance | 20% |
Poison Resistance | 0% |
Blind Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 273 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. * You've found the needed chunk of ghoul flesh. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Con +1 Wil dps ---------- Res.pen +15% lightning ----- def ----- Armour +1 Silence- +21% Confus- +23% Stun/Frz- +20% ---------- misc Light +2 Infravis +3 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Armour +2 Resists +3% blight +3% darkness Disarm- +20% Stun/Frz- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% physical Acc +15 (+5 eff.) ----- def ----- Armour +4 Defense +20 (+7 eff.) Fatigue +4% Resists +7% lightning +7% temporal +6% fire Spell.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +5 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +8 Hardiness +8% Resists +6% physical Unarmed combat: Power 120% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 5% Stone Touch 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Wil +1 Cun dps ---------- Res.pen +10% arcane ----- def ----- Fatigue -5% ---------- misc Equi/ret +0.08 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +11 (+4 eff.) Dmg.mod +12% darkness On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- HP.reg +1.00 Stun/Frz- +25% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +3 Dex +2 Wil +3 Cun +2 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +7 (+3 eff.) Blind- +24% Confus- +25% ---------- misc Infravis +3 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% Dmg.mod +3% light ----- def ----- Armour +4 Resists +10% lightning +6% light Stun/Frz- +22% ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
In main hand | ![]() 7.0 T3 shield armor Reqs Shield usage training Str 37 [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +3% fire Mind.save +6 (+2 eff.) Max.HP +33.00 ---------- misc Max.psi +40.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical 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 (+3 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: Stats +1 Cun +2 Con dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to slow global speed by 53% * 20 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +9% cold Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Silence- +0% Confus- +10% Pinning- +70% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +30.00 HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Cun +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 15 physical Ranged+ 12 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 26 On Hit (Ranged): * 11% chance to reduce all saves and defense by 26 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 153% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Dmg.mod +12% acid ----- def ----- Resists +6% blight +5% arcane +3% mind Die.at -80.00 life HP.reg +2.00 Silence- +20% Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Nature Power 151% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 mind On Hit.r1 +12 cold On Crit.r2 +65 fire While equipped: dps ---------- All.spd +6% Dmg.mod +6% cold +6% fire Res.pen +17% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +9% cold Massive two-handed mauls. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +10 cold While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ---------- misc Mana/turn +0.16 Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Nature Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +7 acid +16 nature While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +8% acid +12% nature Apr +10 Melee Ret 6 nature ----- def ----- Armour +14 ---------- misc Stam/turn +3.00 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +5 Wil +4 Cun +4 Con dps ---------- Mind.crit +1% Phys.pwr +8 (+3 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% acid Phys.save +7 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +3.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Str +3 Con dps ---------- Crit.mult +15.00% Mind.pwr +20 (+7 eff.) Dmg.mod +12% darkness Melee Ret 8 darkness ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+2 eff.) Max.HP +68.00 ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +3% Resists +6% blight +6% cold +9% nature +9% lightning Spell.save +3 (+1 eff.) Blindside: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +12 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% nature Res.pen +20% temporal ----- def ----- Armour +9 Fatigue +5% Resists +15% nature ---------- misc Infravis +3 A cap made of leather. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% physical Res.pen +5% physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +21% fire Mind.save +12 (+4 eff.) ---------- misc Stam/turn +3.00 A suit of armour made of mail. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 108% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +11 acid +11 light +14 darkness While equipped: Stats +3 Mag +1 Cun +2 Con dps ---------- Dmg.mod +12% light +11% darkness On Melee Ret: * 11% chance to reduce armor by 31% ----- def ----- Armour +4 Fatigue +8% Resists +11% acid +13% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Res.pen +10% fire Melee Ret 8 light 2 fire ----- def ----- Resists +6% blight +6% temporal +9% lightning ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(114 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% arcane Acc +5 (+1 eff.) Apr +1 ----- def ----- Armour +2 Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Stoner the Dwarf Stone Warden level 10
6th Profit 122nd year of Ascendancy at 14:45 see stats
By Stoner the Dwarf Stone Warden level 22
13rd Shortage 122nd year of Ascendancy at 04:28 see stats
By Stoner the Dwarf Stone Warden level 10
30th Voratun 122nd year of Ascendancy at 00:35 see stats
By Stoner the Dwarf Stone Warden level 20
24th Wealth 122nd year of Ascendancy at 04:36 see stats
By Stoner the Dwarf Stone Warden level 20
1st Dearth 122nd year of Ascendancy at 13:19 see stats
By Stoner the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 17:56 see stats
By Stoner the Dwarf Stone Warden level 10
30th Voratun 122nd year of Ascendancy at 23:56 see stats
By Stoner the Dwarf Stone Warden level 20
14th Loss 122nd year of Ascendancy at 11:12 see stats
By Stoner the Dwarf Stone Warden level 10
2nd Acquisition 122nd year of Ascendancy at 03:58 see stats
By Stoner the Dwarf Stone Warden level 23
16th Shortage 122nd year of Ascendancy at 05:25 see stats
By Stoner the Dwarf Stone Warden level 16
40th Profit 122nd year of Ascendancy at 21:32 see stats
Log
Stoner stops burning.
Fire drake's devouring flames area effect drains life from 3-headed hydra!
Fire drake's devouring flames area effect hits 3-headed hydra for 24 fire damage.
Fire drake's devouring flames area effect hits Sandworm burrower for 0 fire damage.
Something receives 4 healing from 3-headed hydra.
The unstable sand tunnel collapses!
Talent Pulverizing Auger is ready to use.
Stone Vine from Stoner hits 3-headed hydra for 26 nature, 20 arcane (46 total damage).
Fire drake's devouring flames area effect drains life from 3-headed hydra!
Fire drake's devouring flames area effect hits Sandworm burrower for 0 fire damage.
Fire drake's devouring flames area effect hits 3-headed hydra for 24 fire damage.
Something receives 4 healing from 3-headed hydra.
The unstable sand tunnel collapses!
Stoner uses Elemental Split.
Talent Stone Spikes is ready to use.
The unstable sand tunnel collapses!
Talent Infusion: Regeneration is ready to use.
The unstable sand tunnel collapses!
Stone Half (Stoner) uses Taunt.
The unstable sand tunnel collapses!
Fire drake roars!
Stone Half (Stoner) wanders around!
Fire drake hits Stoner for 425 physical damage.
Fire drake hits Stone Half (Stoner) for 448 physical damage.
Stoner the level 25 dwarf stone warden was impaled to death by a fire drake on level 4 of Sandworm lair.