











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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.
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. 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: 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 | Drem |
Class | Stone Warden |
Level / Exp | 22 / 73% |
Size | medium |
Lifes / Deaths | Killed by Xanenne the sandworm destroyer at level 19 on the 15th Loss 122nd year of Ascendancy at 14:30 / 2Killed by Polubeth the cutpurse at level 22 on the 16th Iron 123rd year of Ascendancy at 21:29 |
Primary Stats
Strength | 25 (base 17) |
Dexterity | 16 (base 12) |
Constitution | 28 (base 18) |
Magic | 82 (base 51) |
Willpower | 47 (base 27) |
Cunning | 24 (base 13) |
Resources
Life | -239/683 |
Mana | 369/490 |
Equilibrium | 39 |
Healing Factor | 1.2556298990388 |
Regeneration | 9.1033167680313 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 32.989687335918 |
See Invisible | 32.989687335918 |
Offense: Mainhand
Damage | 41 |
Accuracy | 44 |
Crit Chance | 10% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 44 |
Crit Chance | 10% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Fire | +11% |
Darkness | +14% |
Light | +22% |
Temporal | +7% |
Cold | +15% |
Arcane | +12% |
Mind | +18% |
All | 0% |
Defense: Base
Armour (hardiness) | 23 (35.65183292883%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 16 |
Physical Save | 29 |
Spell Save | 33 |
Mental Save | 46 |
Defense: Resistances
Acid | + 30%( 75%) |
Blight | + 17%( 75%) |
Cold | + 31%( 75%) |
All | + 14%( 75%) |
Darkness | + 30%( 75%) |
Light | + 24%( 75%) |
Temporal | + 25%( 75%) |
Mind | + 30%( 75%) |
Fire | + 28%( 75%) |
Nature | + 23%( 75%) |
Defense: Immunities
Disarm Resistance | 27% |
Confusion Resistance | 80% |
Silence Resistance | 20% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 436 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 83 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 680% 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 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Eldritch shield | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 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 |
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 improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed xorn fragment. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 within3 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. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun 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. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire defense ------ Defense +1 (+1 eff.) Resistance +6% acid +16% fire +3% blight Unlife -20.00 life Life +20.00 Blind Resist +10% Confus Resist +20% Stun Resist +10% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil offense ------ On-Hit 5 acid 8 temporal 4 fire 5 lightning 4 cold On-Ranged-Hit 9 temporal Damage +7% temporal Accuracy +6 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% darkness +13% temporal Crit Resistance 10.00% Physical save +7 (+4 eff.) Mind save +5 (+2 eff.) Silence Resist +20% Disarm Resist +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +45.00 Life Regen +7.00 Healmod +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane While equipped: Stats +6 Wil +8 Mag offense ------ Spellpower +7 (+2 eff.) On-Hit 16 light On-Ranged-Hit 14 light Damage +12% light Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +1 Cun +2 Mag offense ------ Spellpower +20 (+6 eff.) Spellpower/crit +6 When Hit 6 nature defense ------ Armor +5 Defense +7 (+4 eff.) Max Resistance +5% all Physical save +13 (+7 eff.) Mind save +9 (+3 eff.) Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T3 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 34.0 - 40.8 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 On-hit +11 acid While equipped: Stats +2 Con offense ------ When Hit: * 12% chance to reduce armor by 37% defense ------ Armor +6 Fatigue +8% Resistance +12% acid other ------- Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +5 Mag +3 Cun +7 Lck defense ------ Stealth +7 other ------- Disarm Traps +7 Mana/turn +0.14 Max mana +25.00 Infravision +4 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 26.0 - 31.2 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +78 On-hit +10 light +12 darkness While equipped: Stats +3 Cun +3 Mag offense ------ Damage +10% light +14% darkness defense ------ Armor +6 Fatigue +8% Resistance +11% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+1 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Damage +18% mind +12% arcane defense ------ Resistance +18% mind +11% all other ------- Max mana +54.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 522% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 819% for 10 turns (11 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 1003% for 10 turns (14 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 368 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +9 Lck +4 Wil offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+3 eff.) Resist unseen 12% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Con +4 Mag defense ------ Armor +2 Crit Resistance 10.00% Mind save +6 (+2 eff.) Life Regen +4.00 Confus Resist +22% other ------- Max hate +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% light +3% acid defense ------ Resistance +12% light +3% acid Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +5 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% fire defense ------ Armor +4 Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +13 (+4 eff.) Damage +20% darkness other ------- Max mana +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Master Weapon Damage 40.0 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Nature Weapon Damage 16.0 - 25.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +12 light On-Hit, radius 1 +12 mind On-crit, radius 2 +20 light While equipped: Stats +6 Str +7 Dex +6 Mag +6 Wil +6 Cun +6 Con offense ------ On-Hit (Melee): * 20% chance to reduce armor by 37% other ------- Light +2 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Arcane Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 95 lightning damage (1/turn) While equipped: offense ------ Damage +7% lightning Ignore resists +14% lightning Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego] Master Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego+] Master Weapon Damage 24.5 - 34.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego+] Master Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Ignore resists +6% all Accuracy +8 (+3 eff.) Ignore Armor +9 Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +9 fire One-handed war axes. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 48 [Random Unique] Master When used to Attack: Weapon Damage 73.0 - 87.6 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +212 On Hit: * 10% chance to slow global speed by 48% While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 150 physical damage over 5 turns (1/turn) On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +10 Fatigue +8% Resistance +25% lightning +23% fire +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +9% nature defense ------ Resistance +11% all Poison Resist +34% Disease Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +8 (+4 eff.) Resistance +6% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil defense ------ Defense +2 (+1 eff.) Spell save +7 (+3 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +6 Con defense ------ Armor +3 Fatigue +2% Resistance +9% darkness Crit Resistance 5.00% Physical save +11 (+6 eff.) Mind save +11 (+4 eff.) other ------- Light +1 Infravision +3 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 [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +7 (+4 eff.) other ------- Encumbrance +22 Stamina/turn +0.30 Max stamina +14.00 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 T1 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil +6 Con offense ------ Spellpower +5 (+2 eff.) On-Hit 5 arcane Damage +4% arcane defense ------ Armor +6 Hardiness +6% Fatigue +1% Resistance +4% arcane +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Wil offense ------ Damage +13% acid defense ------ Defense +2 (+1 eff.) Resistance +19% acid Physical save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Disrupt While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% blight +7% cold +6% nature other ------- Breathe water A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +12% mind When Hit 6 fire defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold Mind save +3 (+1 eff.) other ------- Hate-on-crit +1.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+6 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 Latent Damage Type: Acid 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: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 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 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 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) 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 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +6% lightning Ignore resists +10% mind +10% lightning When Hit 10 mind 8 fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Defense +6 (+3 eff.) Physical save +11 (+6 eff.) Spell save +11 (+5 eff.) Mind save +11 (+4 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Str +1 Dex +4 Wil +1 Con offense ------ Damage +6% mind +12% lightning defense ------ Armor +2 Defense +5 (+3 eff.) other ------- Stamina/turn +1.00 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Mag +1 Cun defense ------ Life +22.00 other ------- Max stamina +15.00 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 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. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Seppo Ismael the Drem Stone Warden level 14
5th Dearth 122nd year of Ascendancy at 16:44 see stats
By Seppo Ismael the Drem Stone Warden level 21
16th Iron 123rd year of Ascendancy at 00:20 see stats
By Seppo Ismael the Drem Stone Warden level 10
10th Wealth 122nd year of Ascendancy at 09:02 see stats
By Seppo Ismael the Drem Stone Warden level 20
16th Loss 122nd year of Ascendancy at 22:00 see stats
By Seppo Ismael the Drem Stone Warden level 20
30th Loss 122nd year of Ascendancy at 23:38 see stats
By Seppo Ismael the Drem Stone Warden level 9
5th Wealth 122nd year of Ascendancy at 01:02 see stats
By Seppo Ismael the Drem Stone Warden level 14
26th Wealth 122nd year of Ascendancy at 23:12 see stats
By Seppo Ismael the Drem Stone Warden level 16
23rd Dearth 122nd year of Ascendancy at 09:15 see stats
By Seppo Ismael the Drem Stone Warden level 19
15th Loss 122nd year of Ascendancy at 14:31 see stats
Log
Polubeth the cutpurse uses Kneecapper.
Seppo Ismael is pinned to the ground.
Polubeth the cutpurse's Kneecapper hits Seppo Ismael for 96 physical, 10 fire (106 total damage).
Polubeth the cutpurse is seized by a stone vine.
Deadly Poison from Polubeth the cutpurse hits Seppo Ismael for 71 nature damage.
LIFE LOST WARNING!
Seppo Ismael uses Infusion: Regeneration.
Seppo Ismael starts regenerating health quickly.
Polubeth the cutpurse shoots!
Polubeth the cutpurse's Shoot hits Seppo Ismael for 59 physical, (8 flat reduction), 2 fire (62 total damage).
Stone Vine from Seppo Ismael hits Polubeth the cutpurse for (11 flat reduction), 4 nature, (7 flat reduction), 0 arcane (4 total damage).
Seppo Ismael is no longer pinned.
Deadly Poison from Polubeth the cutpurse hits Seppo Ismael for (8 flat reduction), 63 nature (63 total damage).
Seppo Ismael fails to use Elemental Split.
Polubeth the cutpurse activates Insidious Poison.
Polubeth the cutpurse deactivates Numbing Poison.
Polubeth the cutpurse uses Swift Shot.
Polubeth the cutpurse's Swift Shot hits Seppo Ismael for 86 physical, (8 flat reduction), 2 fire (88 total damage).
Stone Vine from Seppo Ismael hits Polubeth the cutpurse for (11 flat reduction), 10 nature, (10 flat reduction), 0 arcane (10 total damage).
Polubeth the cutpurse uses Venomous Strike.
Poison bursts out of Seppo Ismael's corpse!
Seppo Ismael is poisoned!
Seppo Ismael's Eldritch Blow is disrupted by crippling poison!
Seppo Ismael's Mergeback is disrupted by crippling poison!
Seppo Ismael's Elemental Split is disrupted by crippling poison!
Seppo Ismael's Teleport: Kroshkkur is disrupted by crippling poison!
Polubeth the cutpurse's Venomous Strike hits Seppo Ismael for (8 flat reduction), 101 nature (101 total damage).
Seppo Ismael the level 22 drem stone warden was naturalised to death by Polubeth the cutpurse on level 2 of The Maze.