










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Adventure |
| Sex | Male |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 20 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted mastocytic feeder at level 3 on the 20th Voratun 122nd year of Ascendancy at 18:45 0 / 6Killed by Zubelle the gloomy white wolf at level 10 on the 27th Wealth 122nd year of Ascendancy at 00:04 Killed by Yvysetha the skeleton magus at level 11 on the 5th Dearth 122nd year of Ascendancy at 11:53 Killed by Tempo at level 16 on the 5th Loss 122nd year of Ascendancy at 06:30 Killed by snow giant boulder thrower at level 19 on the 16th Shortage 122nd year of Ascendancy at 08:47 Killed by Bethissra the elven mage at level 20 on the 23rd Shortage 122nd year of Ascendancy at 05:53 |
Primary Stats
| Strength | 31 (base 16) |
| Dexterity | 30 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 61 (base 44) |
| Willpower | 56 (base 42) |
| Cunning | 21 (base 10) |
Resources
| Life | -66/602 |
| Mana | 323/464 |
| Equilibrium | 50 |
| Healing Factor | 1.2599022211821 |
| Regeneration | 7.8743888823881 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 21.970039208598 |
| See Invisible | 21.970039208598 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 35 |
| Crit Chance | 7% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Darkness | +18% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 37 (30%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 20 |
| Physical Save | 23 |
| Spell Save | 30 |
| Mental Save | 27 |
Defense: Resistances
| Nature | + 35%( 70%) |
| Lightning | + 12%( 70%) |
| Darkness | + 23%( 70%) |
| Cold | + 70%( 70%) |
| Blight | + 6%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 15%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Silence Resistance | 23% |
| Instadeath Resistance | 100% |
| Confusion 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: ShieldingUse 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 create a protective shield absorbing at most 259 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 554% 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. |
Class Talents
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Deeprock | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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 failed to protect the lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic 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. | active |
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 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed skeleton mage skull. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Golathabers the Sepsiswrecker (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +2 Dex +3 Mag +4 Wil +1 Con offense ------ Ignore resists +15% nature On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Resistance +3% nature other ------- Infravision +3 Blink to a nearby random location (rad 8) Puts all charms on 18 cooldown A pair of boots made of leather. |
| Light source | Mayalrama2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str offense ------ Ignore resists +20% mind defense ------ Resistance +3% mind Life +42.00 Life Regen +4.00 Healmod +15% 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 | Eclipseravage the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Wil +2 Mag offense ------ Damage +18% darkness When Hit 4 acid defense ------ Defense +1 (+0 eff.) Resistance +6% fire +7% cold Crit Resistance 15.00% A pointy cloth hat, very wizardly... |
| On hands | Sootspawner (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Dex offense ------ Physical Crit +2.0% Physical Power +10 (+3 eff.) Accuracy +12 (+5 eff.) When Hit 8 physical On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +2 Fatigue +3% other ------- Max stamina +30.00 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 | Borokath the yew totem of thorny skin [power 42] (14 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +4 Str +2 Dex defense ------ Resistance +9% lightning +3% blight other ------- Light +2 Infravision +2 Harden the skin for 7 turns increasing armour by 42 and armour hardiness by 50% Puts all charms on 14 cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +23% other ------- Mana/turn +0.10 Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.71 cold and 16.32 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 42 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | Elekira the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +2 Wil +3 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Resistance +6% fire +3% cold Unlife -60.00 life Life Regen +2.00 other ------- Stamina/turn +3.50 Equi when Hit +0.08 Amulets make your neck look great! |
| In main hand | Wrathroot's Barkwood (9 def, 10 armour, 127% power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 127% Range: 1.0x-1.4x Uses 150% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Around waist | Manedur the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Dex defense ------ Armor +6 Defense +10 (+3 eff.) Life +32.00 A belt that goes around your waist. |
| In off hand | flaming steel shield of cold resistance (+17%) (0 def, 4 armour, 113% power, 39 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 113% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +39 On-Hit, radius 1 +11 fire While equipped: offense ------ On-Hit 6 fire When Hit 2 fire defense ------ Armor +4 Fatigue +8% Resistance +17% cold other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Brodurak the cashmere cloak (31 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Power +10 (+3 eff.) Damage +6% physical Ignore Armor +3 defense ------ Defense +31 (+10 eff.) Crit Resistance 15.00% Physical save +8 (+4 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
movement infusion of the titan (speed 469%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 469% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Barkquake0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +2 Cun +3 Con offense ------ Ignore resists +10% nature defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
clarifying copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
stabilizing copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +21% Amulets make your neck look great! |
marksman's copper ring of blight (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +10% blight Accuracy +6 (+3 eff.) defense ------ Resistance +10% blight Rings make your fingers look great! |
rogue's copper ring of light (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +10% light defense ------ Defense +6 (+2 eff.) Resistance +20% light Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 35 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Niroddavor the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun offense ------ Physical Power +5 (+1 eff.) On-Hit 8 physical On-Ranged-Hit 5 physical Damage +12% arcane Ignore Armor +4 On-Hit (Melee): * 13% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 22 defense ------ Defense +10 (+3 eff.) Resistance +2% physical Physical save +12 (+6 eff.) other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 14 cooldown Effective talent level: 4.0 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Gloreda the Skyradiance (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +22 Mag +11 Wil +17 Cun +5 Con offense ------ Spell Crit +5% Critical power +14.00% Spellpower +15 (+5 eff.) Spellpower/crit +13 Damage +30% lightning Ignore Shields +30% defense ------ Resistance +3% lightning other ------- Mana/turn +0.12 (-)/turn +0.20 Mana-on-crit +1.00 Vim-on-crit +5.00 Max mana +63.00 Max vim +38.00 Max (-) +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bill's Tree Trunk (136% power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 137% Range: 1.0x-1.7x Uses 130% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 14 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Zeraldil the Sewerobsidian (117% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Nature Weapon Damage 117% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% Phasing +30% On-hit +11 nature While equipped: offense ------ Ignore resists +10% nature Accuracy +30 (+11 eff.) Ignore Armor +5 One-handed war axes. |
iron shield (0 def, 2 armour, 102% power, 18.5 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 102% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +18 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 94% power, 22.5 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 95% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +22 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
acidic steel shield (0 def, 4 armour, 100% power, 38.5 block)7.0 Encumbrance T2 shield armor [Ego] Nature When used to Attack: Weapon Damage 100% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +38 On Hit: * 12% chance to reduce armor by 31% While equipped: offense ------ On-Hit 6 acid When Hit 1 acid defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Tidevault1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) Damage +12% temporal Ignore resists +25% cold +5% temporal On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
Hathindil (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Con defense ------ Defense +1 (+0 eff.) Resistance +3% mind Spell save +3 (+1 eff.) Life +131.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: 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. |
linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) Mind 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. |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +13.00 A pair of boots made of leather. |
Camikalthoratar the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ When Hit 2 blight defense ------ Armor +3 Fatigue +2% Resistance +3% fire Cut Resist +20% other ------- Mana-on-crit +1.00 Disengage: Puts all charms on 11 cooldown Effective talent level: 1.0 Power cost 11 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 71% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +4% arcane 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. |
Galewisp (0 def, 10 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% On-Hit 7 nature Damage +4% nature When Hit 8 lightning 2 physical defense ------ Armor +10 Resistance +6% nature +1% physical 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. |
eldritch linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.70 Mana when Hit +0.70 Max mana +46.00 Manaflow: Puts all charms on 28 cooldown Effective talent level: 1.0 Power cost 28 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 11 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.84 to 92.51 lightning damage (61.67 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rough leather cap 'Cobraclash' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) Damage +9% acid Ignore resists +10% nature +5% acid On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Fatigue +1% Resistance +3% lightning +6% nature A cap made of leather. |
rough leather cap of knowledge (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +3 (+2 eff.) defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Adudatta the Searnight (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +9% acid +6% fire Ignore resists +10% cold defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sootbone the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +3 Con offense ------ Critical power +10.00% Physical Power +5 (+1 eff.) Ignore resists +5% arcane When Hit 4 darkness defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Scabgore' (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +8 Cun offense ------ Mindpower +5 (+3 eff.) Damage +12% nature Accuracy +5 (+2 eff.) When Hit: * 11% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +5% Resistance +6% temporal other ------- Max hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 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. |
spinel0.0 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. |
3 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. |
3 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. |
7 zircon0.0 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. |
aquamarine0.0 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. |
2 opal0.0 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. |
2 topaz0.0 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. |
3 amethyst0.0 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. |
quartz0.0 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. |
Summertide Phial1.0 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.(113 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
bright brass lantern of focus2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind 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. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 14 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. |
Prox's Lucky Halfling Foot2.0 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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. |
Haretir the elm totem of stinging [power 116] (11 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Armor +2 Crit Resistance 15.00% Mind save +6 (+3 eff.) Unlife -20.00 life Healmod +10% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm wand of lightning storm [power 116] (11 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tempo the Drem Stone Warden level 19
27th Loss 122nd year of Ascendancy at 07:29 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Tempo the Drem Stone Warden level 18
19th Loss 122nd year of Ascendancy at 11:55 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Tempo the Drem Stone Warden level 10
25th Wealth 122nd year of Ascendancy at 08:21 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Tempo the Drem Stone Warden level 20
21st Shortage 122nd year of Ascendancy at 19:27 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Tempo the Drem Stone Warden level 7
27th Voratun 122nd year of Ascendancy at 17:13 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Tempo the Drem Stone Warden level 12
9th Dearth 122nd year of Ascendancy at 18:37 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Tempo the Drem Stone Warden level 16
14th Loss 122nd year of Ascendancy at 04:43 see stats
Log
Tempo is afflicted by a weakness disease!
You carry too much--you are encumbered!
Drop some of your items.
Bethissra the elven mage's frantic summoning ends.
Grand Corruptor hits Tempo for 173 blight damage.
Tempo uses Eldritch Stone.
Tempo is encased in a stone shield.
Ritch flamespitter cover of leaves falls apart.
Ritch flamespitter spits flames!
Ritch flamespitter hits Tempo for (51 to stone), 0 fire (0 total damage).
Bethissra the elven mage's dazing lightning area effect hits Tempo for (50 to stone), 0 lightning (0 total damage).
Tempo is dazed!
Tempo is not dazed anymore.
The stone shield around Tempo explodes!
Bleeding from Bethissra the elven mage hits Tempo for 20 physical damage.
Weakness Disease from Grand Corruptor hits Tempo for (54 to stone), 1 blight (1 total damage).
A shield forms around Tempo.
A barrier bursts from the leather jacket!
Grand Corruptor casts Drain.
Your shield crumbles under the damage!
The shield around Tempo crumbles.
Grand Corruptor hits Tempo for (242 absorbed), 26 blight (26 total damage).
Bethissra the elven mage casts Shock.
Tempo casts Deeprock Form.
Tempo is imbued by the power of the Stone.
Bethissra the elven mage's dazing lightning area effect hits Tempo for 50 lightning damage.
Tempo the level 20 drem stone warden was zapped to death by Bethissra the elven mage on level 2 of Mark of the Spellblaze.
You are no longer encumbered.































































































