














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. ZOmnibus Addon Pack 1.7.0Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Drem |
Class | Wanderer |
Level / Exp | 20 / 51% |
Size | huge |
Lifes / Deaths | Killed by Islinn the temporal stalker at level 19 on the 15th Dearth 122nd year of Ascendancy at 16:07 / 2Killed by Betarianor the snow giant at level 20 on the 19th Dearth 122nd year of Ascendancy at 05:00 |
Primary Stats
Strength | 43 (base 33) |
Dexterity | 18 (base 15) |
Constitution | 18 (base 12) |
Magic | 64 (base 41) |
Willpower | 21 (base 12) |
Cunning | 32 (base 22) |
Resources
Mana | 246/269 |
Vim | 95/176 |
Life | -796/658 |
Positive | 107/107 |
Stamina | 152/204 |
Insanity | 0/100 |
Healing Factor | 1.0711363549267 |
Regeneration | 2.6242840695704 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 27.300317620788 |
See Invisible | 39.300317620788 |
Offense: Mainhand
Damage | 60 |
Accuracy | 49 |
Crit Chance | 22% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Light | +11% |
Cold | +21% |
Physical | +15% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Light | +25% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 31.599979680699 (50.377495233667%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 28 |
Mental Save | 31 |
Defense: Resistances
Acid | + 12%( 70%) |
Lightning | + 10%( 70%) |
Cold | + 37%( 70%) |
Mind | + 6%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 23%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 90% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -438 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1406 life, 22 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
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: 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 541% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Master of flesh | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Celestial / Sunlight | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Charged mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.20 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Buckler Training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Doom | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Revelation |
talent | Grand Oration |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Isita the white wolf. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +21% cold Ignore resists +25% light +20% cold defense ------ Armor +3 Physical save +5 (+3 eff.) Spell save +7 (+3 eff.) Mind save +5 (+3 eff.) A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T1 shot ammo [Ego+] Psionic Weapon Damage 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 13 On-ranged-hit +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +1 Str +4 Mag +5 Wil offense ------ Physical Crit +3.0% Critical power +32.00% Physical Power +8 (+3 eff.) Ignore resists +10% physical When Hit 2 nature other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Damage +9% acid +15% physical Ignore Armor +1 On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Armor +4 Fatigue +4% Resistance +9% acid other ------- Max stamina +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +2 Resistance +10% lightning +10% cold Physical save +10 (+5 eff.) Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 2/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 133.03 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Mind Crit +1% Critical power +20.00% Mindpower +10 (+5 eff.) When Hit 2 light other ------- Max psi +10.00 Blast the opponent's mind dealing 228 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Physical Crit +2.0% Accuracy +25 (+8 eff.) Ignore Armor +13 defense ------ Defense +19 (+6 eff.) Resistance +3% acid Disengage: Puts all charms on 9 cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. 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 143% 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. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag offense ------ Critical power +5.00% On-Hit 10 light On-Ranged-Hit 13 light Damage +11% light +6% mind defense ------ Resistance +6% mind Mind save +6 (+3 eff.) other ------- Max psi +10.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Dex +2 Wil +5 Cun defense ------ Resistance +13% fire +5% arcane +12% cold other ------- See Invis +12 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: defense ------ Armor +4 Fatigue -20% Life +100.00 Knockbk Resist +40% other ------- Encumbrance +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +6 (+2 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life Regen +2.20 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 77 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 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 (45 total) and instantly restoring 30 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 T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% mind Confus Resist +24% other ------- Masteries +0.13 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +24.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +8% blight +3% fire +19% nature Healmod +5% Poison Resist +14% Disease Resist +36% Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Str +5 Dex offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% fire Ignore resists +5% physical defense ------ Mind save +6 (+3 eff.) Stun Resist +20% other ------- Max stamina +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Critical power +10.00% Spellpower +3 (+1 eff.) Spellpower/crit +2 Damage +13% fire Ignore resists +10% blight defense ------ Armor +6 Defense +6 (+2 eff.) Resistance +9% light +6% cold other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 100.01 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Wil +4 Con offense ------ Spell Crit +2% Mind Crit +1% Spellpower +12 (+4 eff.) Damage +15% acid +18% mind Ignore resists +10% nature defense ------ Life Regen +0.50 Healmod +16% other ------- Hate-on-crit +2.00 Max psi +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +1.0% Attack Speed 100% Phasing +10% Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Arcane Weapon Damage 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 temporal While equipped: Stats +1 Wil offense ------ Spellpower +15 (+5 eff.) Spellpower/crit +4 Ignore resists +10% arcane Ignore Shields +20% defense ------ Resistance +7% temporal other ------- Max vim +50.00 Blunt and deadly. |
![]() 4.0 Encumbrance T1 sling 1H weapon [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: offense ------ Physical Crit +1.0% Accuracy +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats +1 Con offense ------ Damage +6% light Ignore resists +20% physical defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% acid +3% physical Physical save +3 (+2 eff.) other ------- Max stamina +30.00 A suit of armour made of mail. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) defense ------ Defense +8 (+3 eff.) Fatigue -2% Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Con offense ------ Physical Crit +2.0% Critical power +5.00% Physical Power +4 (+1 eff.) Mindpower +20 (+10 eff.) Damage +9% mind Ignore resists +8% physical defense ------ Armor +3 other ------- Infravision +2 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +15 (+5 eff.) Fatigue +2% Resistance +3% blight Stun Resist +10% other ------- Stamina/turn +0.30 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: 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. |
![]() 1.0 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 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. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 cold Damage +3% cold Accuracy +11 (+4 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% cold 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 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) Accuracy +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +26% 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+] Arcane While equipped: offense ------ Damage +5% acid +10% light +4% lightning +5% fire +3% arcane +5% cold defense ------ Defense +2 (+1 eff.) Resistance +15% light A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Wil +2 Mag offense ------ Mind Crit +2% Damage +9% mind Ignore resists +10% fire defense ------ Defense +1 (+0 eff.) Physical save +3 (+2 eff.) Spell save +6 (+3 eff.) Life +20.00 other ------- Psi when Hit +0.08 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +7% cold other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +8 Cun offense ------ Mindpower +20 (+10 eff.) Ignore resists +5% mind defense ------ Defense +2 (+1 eff.) Resistance +9% lightning +7% temporal +9% light A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +5 Fatigue +3% Resistance +7% cold other ------- Infravision +3 Breathe water A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Mag +2 Wil offense ------ Critical power +5.00% When Hit 2 fire defense ------ Armor +3 Fatigue +5% other ------- Mana-on-crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: 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 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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] Nature While equipped: offense ------ Damage +6% fire Ignore resists +5% fire When Hit 4 fire defense ------ Resistance +9% nature Physical save +5 (+3 eff.) Healmod +11% 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 T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Cun +2 Con offense ------ Damage +6% cold defense ------ Resistance +3% cold Mind save +6 (+3 eff.) other ------- Light +3 Infravision +2 See Stealth +6 See Invis +7 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 [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% 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 +4 Str offense ------ Mind Crit +1% Critical power +5.00% Mindpower +30 (+14 eff.) Ignore resists +10% fire Ignore Armor +9 On-Hit (Melee): * 10% chance to slow global speed by 45% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Effective talent level: 2.0 Power cost 23 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +21% nature Ignore resists +10% lightning +25% temporal Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Wandrolof VI the Drem Wanderer level 15
15th Wealth 122nd year of Ascendancy at 02:20 see stats
By Wandrolof VI the Drem Wanderer level 18
7th Dearth 122nd year of Ascendancy at 12:06 see stats
By Wandrolof VI the Drem Wanderer level 10
4th Profit 122nd year of Ascendancy at 16:26 see stats
By Wandrolof VI the Drem Wanderer level 20
17th Dearth 122nd year of Ascendancy at 03:13 see stats
By Wandrolof VI the Drem Wanderer level 20
18th Dearth 122nd year of Ascendancy at 17:32 see stats
By Wandrolof VI the Drem Wanderer level 8
24th Voratun 122nd year of Ascendancy at 02:25 see stats
By Wandrolof VI the Drem Wanderer level 15
23rd Wealth 122nd year of Ascendancy at 20:35 see stats
By Wandrolof VI the Drem Wanderer level 17
1st Dearth 122nd year of Ascendancy at 10:29 see stats
By Wandrolof VI the Drem Wanderer level 19
15th Dearth 122nd year of Ascendancy at 16:07 see stats
Log
Betarianor the snow giant is knocked back!
Betarianor the snow giant converts some damage to Psi!
Betarianor the snow giant hits Wandrolof VI for 28 mind damage.
Wandrolof VI hits Betarianor the snow giant for 34 to psi, 51 physical (86 total damage).
Betarianor the snow giant receives 6 healing (6 psi heal).
Betarianor the snow giant activates Mind Storm.
Wandrolof VI casts Searing Light.
Betarianor the snow giant converts some damage to Psi!
Betarianor the snow giant hits Wandrolof VI for 30 mind damage.
Wandrolof VI hits Betarianor the snow giant for 43 to psi, 64 light (107 total damage).
Talent Infusion: Healing is ready to use.
Betarianor the snow giant converts some damage to Psi!
Wandrolof VI's light area effect hits Betarianor the snow giant for 21 to psi, 32 light (53 total damage).
Betarianor the snow giant's mind surges with critical power!
Betarianor the snow giant's mind surges with critical power!
Betarianor the snow giant receives 6 healing (6 psi heal).
Betarianor the snow giant uses Mind Sear.
Wandrolof VI activates Osmosis Shield.
Betarianor the snow giant hits Wandrolof VI for 166 mind damage.
Wandrolof VI casts Demonic Madness.
Thief wanders around!
Wandrolof VI uses Block.
Wandrolof VI hits Thief for 113 darkness, 16 cold, 17 light, 28 blight, 34 physical, 11 light (219 total damage).
Talent Block is ready to use.
Betarianor the snow giant converts some damage to Psi!
Betarianor the snow giant hits Wandrolof VI for (15 turned into osmosis), 15 mind (15 total damage).
Wandrolof VI's light area effect hits Betarianor the snow giant for 21 to psi, 32 light (53 total damage).
Wandrolof VI the level 20 drem wanderer was mentally tortured to death by Betarianor the snow giant on level 4 of Daikara.