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.
Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. 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 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 | Drem |
Class | Marauder |
Level / Exp | 11 / 27% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 11 on the 40th Profit 122nd year of Ascendancy at 05:04 / 1 |
Primary Stats
Strength | 31 (base 25) |
Dexterity | 49 (base 36) |
Constitution | 17 (base 10) |
Magic | 14 (base 10) |
Willpower | 20 (base 10) |
Cunning | 15 (base 11) |
Resources
Life | -49/280 |
Stamina | 74/165 |
Healing Factor | 1.062941519274 |
Regeneration | 0.26573537981849 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
Offense: Mainhand
Damage | 64 |
Accuracy | 49 |
Crit Chance | 6% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 49 |
Crit Chance | 6% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Mind | +12% |
Light | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 27 (38.594633868923%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 17 |
Mental Save | 12 |
Defense: Resistances
Acid | + 3%( 70%) |
Physical | + 20%( 70%) |
Cold | + 10%( 70%) |
All | 0%( 70%) |
Lightning | + 11%( 70%) |
Light | + 3%( 70%) |
Temporal | + 5%( 70%) |
Fire | + 6%( 70%) |
Mind | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 20% |
Pinning Resistance | 10% |
Disarm Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
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 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 578% 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 Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You failed to protect the injured seer from death by Red Uaram. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 length of troll intestine. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' | 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 within | active |
Equipment
On feet | Daypain (0 def, 3 armour) Daypain (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Wil offense ------ Damage +6% light defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 Light +1 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Bethygalaith' brass lantern 'Bethygalaith'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Mag +5 Wil +1 Cun offense ------ Damage +6% mind Accuracy +10 (+3 eff.) Ignore Armor +2 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 | Hanuronik the iron helm (0 def, 3 armour) Hanuronik the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Resistance +8% lightning +5% temporal +3% light +3% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | elm totem of summon tentacle 'Kilnspawn' [power 100] (25 cooldown) elm totem of summon tentacle 'Kilnspawn' [power 100] (25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +5% mind defense ------ Resistance +9% mind Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 226 Base Damage: 101 Armor: 0 All Resist: 3 Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | titan's copper ring titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | Belorekira the copper ring Belorekira the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +6 Pinning Resist +10% Stun Resist +10% Knockbk Resist +20% Rings make your fingers look great! |
Around neck | warrior's copper amulet of willpower (+2) warrior's copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
In main hand | Issefast the steel dagger (128% power, 6 apr) Issefast the steel dagger (128% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master Weapon Damage 128% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Cun offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+1 eff.) Resistance +3% lightning +6% fire Spell save +6 (+4 eff.) Disarm Resist +26% other ------- Light +2 Sharp, short and deadly. |
On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | iron dagger (100% power, 5 apr) iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
Cloak | Brightterror (1 def, 6 armour) Brightterror (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +10.00% defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +9% mind +10% cold other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 18.99 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
grounding copper amulet grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% lightning Stun Resist +25% Amulets make your neck look great! |
copper ring of arcana (+0.10/turn) copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
hateful iron greatmaul (118% power, 1 apr) hateful iron greatmaul (118% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Psionic Weapon Damage 118% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +9 darkness Damage Against +7% Living Massive two-handed mauls. |
acidic iron longsword of erosion (105% power, 2 apr) acidic iron longsword of erosion (105% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane/Nature Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 nature On Critical: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Sharp, long, and deadly. |
Layura (103% power, 3 apr) Layura (103% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +8 temporal +5 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Blunt and deadly. |
iron steamgun of cold iron steamgun of cold4.0 Encumbrance T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-ranged-hit +6 cold Uses 2.0 Steam While equipped: offense ------ Damage +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty iron steamgun of cold mighty iron steamgun of cold4.0 Encumbrance T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-ranged-hit +7 cold Uses 2.0 Steam While equipped: Stats +1 Str offense ------ Physical Power +6 (+2 eff.) Damage +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Elurissra the linen cloak (1 def, 0 armour) Elurissra the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +3 Wil +2 Cun offense ------ Ignore resists +15% mind defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak of the Shaloren (0 def, 0 armour) kruk cloak of the Shaloren (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane While equipped: Stats +1 Mag +1 Wil A stylish kruk-style cloak, to look awesome. |
focusing linen robe of protection (2 def, 3 armour) focusing linen robe of protection (2 def, 3 armour)2.0 Encumbrance T1 cloth armor [Ego] Master/Psionic While equipped: Stats +5 Mag +4 Wil defense ------ Armor +3 Defense +2 (+0 eff.) Resistance +7% all Physical save +16 (+8 eff.) other ------- Mana/turn +0.12 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Prismnight (0 def, 3 armour) Prismnight (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +9% arcane defense ------ Armor +3 Resistance +3% lightning +3% light other ------- Light +3 Infravision +1 A pair of boots made of leather. |
pair of iron boots 'Phlegmstreak' (0 def, 3 armour) pair of iron boots 'Phlegmstreak' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Ignore resists +25% temporal defense ------ Armor +3 Fatigue -3% Resistance +3% nature Physical save +6 (+3 eff.) other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Glimmerwitch' (0 def, 5 armour) pair of rough leather boots 'Glimmerwitch' (0 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Ignore resists +15% light +10% physical Ignore Armor +5 defense ------ Armor +5 other ------- Max stamina +20.00 A pair of boots made of leather. |
corrosive iron gauntlets of strength (+3) (0 def, 1 armour) corrosive iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 6 acid Damage +4% acid defense ------ Armor +1 Fatigue +1% Resistance +6% acid 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. |
Borarion the rough leather cap (0 def, 1 armour) Borarion the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% mind Ignore resists +10% mind +15% temporal When Hit 4 arcane defense ------ Armor +1 Fatigue +1% Resistance +6% mind +6% fire +5% arcane +5% cold A cap made of leather. |
grounding iron helm of constitution (+3) (0 def, 3 armour) grounding iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of strength (+3) (0 def, 1 armour) grounding rough leather cap of strength (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +5% temporal A cap made of leather. |
iron mail armour 'Arudhelaith' (2 def, 4 armour) iron mail armour 'Arudhelaith' (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Spellpower +20 (+13 eff.) Damage +3% arcane defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +19% fire Life +20.00 Disarm Resist +10% A suit of armour made of mail. |
steel mail armour of lightning resistance (2 def, 6 armour) steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +15% lightning A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.99 to 92.97 lightning damage (61.98 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
prismatic cured leather armour of acid resistance (6 def, 4 armour) prismatic cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +17% acid +12% light +13% darkness A suit of armour made of leather. |
prismatic cured leather armour of spell shielding (6 def, 4 armour) prismatic cured leather armour of spell shielding (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +11% light +10% darkness +5% arcane Spell save +13 (+8 eff.) A suit of armour made of leather. |
rough leather armour of acid resistance (3 def, 2 armour) rough leather armour of acid resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% acid A suit of armour made of leather. |
impenetrable iron plate armour (0 def, 12 armour) impenetrable iron plate armour (0 def, 12 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Ego] Master While equipped: defense ------ Armor +12 Fatigue +22% A suit of armour made of metal plates. |
iron plate armour 'Belemantir' (0 def, 9 armour) iron plate armour 'Belemantir' (0 def, 9 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Rare] Master While equipped: offense ------ Spellpower/crit +2 Damage +12% physical Ignore Armor +1 When Hit 6 blight defense ------ Armor +9 Fatigue +22% Resistance +17% lightning A suit of armour made of metal plates. |
prismatic iron plate armour of acid resistance (0 def, 7 armour) prismatic iron plate armour of acid resistance (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Ego] Arcane/Master While equipped: defense ------ Armor +7 Fatigue +22% Resistance +16% acid +10% light +10% darkness A suit of armour made of metal plates. |
corrosive steel shield (0 def, 4 armour, 39 block) corrosive steel shield (0 def, 4 armour, 39 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Con offense ------ When Hit: * 12% chance to reduce armor by 18% defense ------ Armor +4 Fatigue +8% Resistance +10% acid other ------- Talents +1 Block Handheld deflection devices. |
45 alchemist agate 45 alchemist agate0.0 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. |
Balesta the Shadewend (dig speed 35 turns) Balesta the Shadewend (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 12% defense ------ Fatigue -5% Resistance +3% darkness +3% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Blazewinnow (dig speed 29 turns) Blazewinnow (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +3 Cun offense ------ Damage +3% mind defense ------ Resistance +3% light Crit Resistance 10.00% other ------- Max hate +2.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern 'Zubavea' brass lantern 'Zubavea'2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +9% lightning +6% light +6% nature Spell save +3 (+3 eff.) Healmod +5% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
arcing pouch of iron shots of accuracy (16/16, 107% power, 1 apr) arcing pouch of iron shots of accuracy (16/16, 107% power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Arcane/Master Weapon Damage 107% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +1 Critical Rate +4.0% Capacity 16 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
elm totem of healing 'Woespiker' [power 116] (15 cooldown) elm totem of healing 'Woespiker' [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +12% acid Ignore resists +5% darkness defense ------ Resistance +5% arcane Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 ametrine 2 ametrine0.0 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. |
citrine citrine0.0 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. |
Achievements
By Red Uaram the Drem Marauder level 10
30th Voratun 122nd year of Ascendancy at 12:56 see stats
By Red Uaram the Drem Marauder level 5
23rd Voratun 122nd year of Ascendancy at 09:35 see stats
Log
Red Uaram's Fan of Knives hits Skeleton mage for 34 physical damage.
Skeleton mage casts Manathrust.
Your shield crumbles under the damage!
The shield around Red Uaram crumbles.
Skeleton mage hits Red Uaram for (100 absorbed), 29 arcane (29 total damage).
Skeleton mage hits Skeleton mage for 129 arcane damage.
Red Uaram uses Dual Strike.
Skeleton mage is stunned!
You collect a new ingredient: skeleton mage skull (1).
Red Uaram hits Skeleton mage for 45 physical, 93 physical (138 total damage).
Red Uaram killed Skeleton mage!
Red Uaram uses Flurry.
You collect a new ingredient: skeleton mage skull (1).
Red Uaram hits Skeleton mage for 51 physical, 23 physical, 52 physical, 23 physical, 57 physical (205 total damage).
Red Uaram killed Skeleton mage!
Skeleton mage casts Flame.
Red Uaram is on fire!
Skeleton mage hits Red Uaram for 89 fire damage.
Red Uaram uses Flurry.
Red Uaram hits Skeleton mage for 49 physical, 23 physical, 56 physical, 25 physical, 54 physical, 23 physical (231 total damage).
Red Uaram is recovering from the damage!
Burning from Skeleton mage hits Red Uaram for 30 fire damage.
Skeleton mage casts Manathrust.
Skeleton mage's spell attains critical power!
Skeleton mage hits Skeleton mage for 192 arcane damage.
Skeleton mage hits Red Uaram for 181 arcane damage.
Red Uaram the level 11 drem marauder was imploded to death by a skeleton mage on level 2 of Ruins of Kor'Pul.