











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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
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:
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: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Cornac |
Class | Wanderer |
Level / Exp | 23 / 67% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 26 (base 12) |
Dexterity | 15 (base 12) |
Constitution | 21 (base 12) |
Magic | 54 (base 51) |
Willpower | 46 (base 30) |
Cunning | 31 (base 24) |
Resources
Mana | 301/301 |
Vim | 168/168 |
Life | 779/779 |
Stamina | 258/258 |
Soul | 10/10 |
Healing Factor | 0.70480446722203 |
Regeneration | 10.748268125136 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 4 |
See Invisible | 6 |
Offense: Mainhand
Damage | 41 |
Accuracy | 9 |
Crit Chance | 14% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +2% |
Light | +14% |
Cold | +35% |
Blight | +6% |
Arcane | +12% |
Fire | +16% |
All | 0% |
Offense: Damage Penetration
Blight | +25% |
Lightning | +14% |
All | 0% |
Defense: Base
Armour (hardiness) | 10 (35.65183292883%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 1 |
Physical Save | 16 |
Spell Save | 30 |
Mental Save | 43 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 31%( 70%) |
Mind | + 29%( 70%) |
All | + 19%( 70%) |
Light | + 44%( 70%) |
Temporal | + 22%( 70%) |
Cold | + 62%( 70%) |
Fire | + 45%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 18% |
Bleed Resistance | 20% |
Confusion Resistance | 31% |
Fear Resistance | 18% |
Knockback Resistance | 18% |
Poison Resistance | 40% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 542% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 600% for 10 turns (53 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 443 damage for 6 turns. Its effects scale with your Cunning stat. |
Class Talents
Spell / Dreadmaster | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Storm | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Archery training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Warcries | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Curses | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Torment | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Hurricane |
talent | Tempest |
talent | Blood Vengeance |
talent | Disruption Shield |
talent | Overkill |
talent | Arcane Power |
beneficial effect | Increases defense by 8. Mobile Defense |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
Escort the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara) | active |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. 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 pouch of luminous horror dust. * You've found the needed red crystal shard. | 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 within5 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 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 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. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% acid +6% blight Unlife -40.00 life Life +43.00 Life Regen +4.00 Poison Resist +20% other ------- 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 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str offense ------ Spellpower +20 (+6 eff.) Damage +12% arcane When Hit 2 arcane defense ------ Armor +4 Fatigue +4% Resistance +15% cold other ------- Mana-on-crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: defense ------ Defense +25 (+9 eff.) Resistance +12% cold +3% temporal +6% mind +3% light Poison Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 54 lightning damage and will be dazed for 1 turn (272 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +7 Wil offense ------ Damage +6% blight +16% fire +14% light Ignore resists +25% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 defense ------ Resistance +32% fire +28% light +6% mind Mind save +14 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+3 eff.) defense ------ Life +48.00 Life Regen +7.00 Healmod +11% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Critical power +10.00% Spellpower +5 (+1 eff.) Spellpower/crit +2 Ignore Armor +4 defense ------ Life +31.00 other ------- Mana-on-crit +1.00 Max stamina +10.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 30.24 arcane and 27.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+7 eff.) other ------- Talents +1 Soul Purge Nova: Effective talent level: 3.0 Power cost 8 out of 8/8. Range melee/personal Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Lightning emanates from you in a circular wave with radius 4, doing 43.06 to 129.19 lightning damage (86.12 average) and possibly dazing anyone affected (75% chance). The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Armor +2 Resistance +6% acid Mind save +9 (+3 eff.) Life +80.00 Life Regen +2.00 Cut Resist +20% other ------- Stamina/turn +1.30 Max stamina +12.00 Unarmed combat: Weapon Damage 17.0 - 18.7 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 Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) defense ------ Resistance +11% all Crit Resistance 15.00% Spell save +6 (+3 eff.) Mind save +16 (+6 eff.) Unlife -80.00 life Life +60.00 Life Regen +2.00 Blind Resist +20% Disease Resist +10% other ------- Light +4 Infravision +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +4 Wil +3 Cun +4 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Defense +2 (+1 eff.) Resistance +9% blight +6% cold other ------- See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +1 Wil +3 Mag offense ------ Mindpower +8 (+3 eff.) Spellpower/crit +2 defense ------ Mind save +6 (+2 eff.) Confus Resist +13% other ------- Mana/turn +0.13 Max mana +24.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex +4 Wil +3 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +4.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+4 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +12.00% Mindpower +2 (+1 eff.) Damage +6% mind defense ------ Mind save +6 (+2 eff.) other ------- Hate-on-crit +2.00 Max hate +6.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +12 (+4 eff.) Damage +5% all defense ------ Resistance +13% darkness +12% mind +11% all Physical save +12 (+8 eff.) Spell save +13 (+7 eff.) Mind save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+5 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+6 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Dex +4 Con offense ------ Physical Power +3 (+1 eff.) On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Nature While equipped: Stats +3 Str +4 Con offense ------ Physical Power +6 (+3 eff.) defense ------ Resistance +6% blight Physical save +5 (+4 eff.) other ------- Size +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil offense ------ Damage +6% cold Ignore resists +10% cold +25% darkness +20% fire Against +24% Summoned When Hit 4 cold defense ------ Resistance +9% cold Resist Against +22% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Damage +12% blight +3% fire +15% temporal +7% physical When Hit 10 temporal defense ------ Armor +3 other ------- Size +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Str offense ------ Spellpower +29 (+8 eff.) Spellpower/crit +4 Ignore resists +5% physical When Hit 2 physical defense ------ Armor +3 Fatigue +2% 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 +3 Dex +2 Mag +6 Cun offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +3 Fatigue +2% Resistance +3% lightning Crit Resistance 15.00% other ------- Light +1 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +2 Cun defense ------ Armor +2 Fatigue +3% Physical save +5 (+4 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 18.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +4 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Ignore resists +5% mind defense ------ Defense +1 (+1 eff.) Resistance +3% lightning Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Cut Resist +10% Confus Resist +20% Pinning Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Str +7 Dex offense ------ Physical Crit +3.0% Damage +6% physical Accuracy +15 (+12 eff.) Ignore Armor +3 When Hit 10 cold defense ------ Armor +3 Fatigue +3% Physical save +9 (+6 eff.) Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 69.0 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+8 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 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 When used as an alchemist bomb: Bomb damage +5% 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 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 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 When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +3 Dex +2 Mag +3 Con offense ------ Ignore Armor +2 defense ------ Defense +5 (+3 eff.) Resistance +3% all Crit Resistance 15.00% Spell save +6 (+3 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 135.86 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 135.86 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +7 Cun +1 Con offense ------ Ignore resists +5% acid defense ------ Resistance +3% mind other ------- Spell cooldown 10% Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Cun offense ------ Damage +6% nature Ignore resists +15% light +15% nature +10% mind Accuracy +5 (+5 eff.) defense ------ Resistance +12% mind other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str defense ------ Resistance +7% darkness +7% fire Spell save +18 (+9 eff.) Life +21.00 other ------- Max stamina +17.00 Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ When Hit 6 acid defense ------ Defense +15 (+6 eff.) Resistance +9% lightning Unlife -20.00 life Pinning Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 29 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Bortoek the Cornac Wanderer level 15
24th Haze 122nd year of Ascendancy at 00:20 see stats
By Bortoek the Cornac Wanderer level 10
3rd Mirth 122nd year of Ascendancy at 18:10 see stats
By Bortoek the Cornac Wanderer level 20
26th Regrowth 123rd year of Ascendancy at 11:06 see stats
By Bortoek the Cornac Wanderer level 21
40th Regrowth 123rd year of Ascendancy at 07:50 see stats
By Bortoek the Cornac Wanderer level 23
71st Regrowth 123rd year of Ascendancy at 12:06 see stats
By Bortoek the Cornac Wanderer level 10
4th Mirth 122nd year of Ascendancy at 13:22 see stats
By Bortoek the Cornac Wanderer level 23
71st Regrowth 123rd year of Ascendancy at 12:06 see stats
By Bortoek the Cornac Wanderer level 11
64th Dusk 122nd year of Ascendancy at 06:53 see stats
By Bortoek the Cornac Wanderer level 18
11st Regrowth 123rd year of Ascendancy at 21:35 see stats
Log
You gain 12.27 gold from the transmogrification of Brenatodar the Glittervengeance (16/16, 18-22 power, 2 apr).
You gain 0.45 gold from the transmogrification of barbed quiver of ash arrows (20/20, 28-39 power, 7 apr).
You gain 12.03 gold from the transmogrification of enhanced ash longbow of piercing.
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a Last Hope (Town) here (press '' or right click to use).
Saving done.
Today is the 10th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
Today is the 11st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
You don't see how to get there...
Today is the 12nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Today is the 13rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:18.
Today is the 14th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 15th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Today is the 16th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
Today is the 17th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Ran for 39 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
Today is the 18th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:45.
There is a Passageway into the Daikara here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)