











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Effect Displayer 1.7.4Display flying text and image when the player gets detrimental temporary effect. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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. 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:
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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 | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Stone Warden |
Level / Exp | 21 / 52% |
Size | medium |
Lifes / Deaths | Killed by Velenn the dredge at level 20 on the 21st Loss 122nd year of Ascendancy at 19:58 / 2Killed by Emymina the white crystal at level 21 on the 27th Loss 122nd year of Ascendancy at 14:47 |
Primary Stats
Strength | 37 (base 23) |
Dexterity | 16 (base 10) |
Constitution | 23 (base 10) |
Magic | 49 (base 47) |
Willpower | 41 (base 35) |
Cunning | 19 (base 10) |
Resources
Life | -113/666 |
Mana | 195/375 |
Equilibrium | 36 |
Healing Factor | 1.2099022211821 |
Regeneration | 5.1420844400239 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 20.783939787388 |
See Invisible | 20.783939787388 |
Offense: Mainhand
Damage | 87 |
Accuracy | 41 |
Crit Chance | 8% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 41 |
Crit Chance | 6% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Physical | +22% |
Nature | +3% |
Arcane | +9% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Arcane | +25% |
Defense: Base
Armour (hardiness) | 52.413408721348 (65.897138898113%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 38 |
Physical Save | 37 |
Spell Save | 38 |
Mental Save | 41 |
Defense: Resistances
Acid | + 27%( 70%) |
Arcane | + 13%( 70%) |
Mind | + 19%( 70%) |
All | + 8%( 70%) |
Darkness | + 29%( 70%) |
Light | -1%( 70%) |
Physical | + 21%( 70%) |
Fire | + 21%( 70%) |
Cold | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 46% |
Bleed Resistance | 50% |
Confusion Resistance | 42% |
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 197 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 648% 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. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 Shax 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed ice ant stinger. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' You have aided Agrimley the hermit in creating an elixir of focus. 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 xorn fragment. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +9% arcane +6% physical Ignore resists +25% arcane defense ------ Armor +2 Physical save +3 (+2 eff.) Unlife -40.00 life other ------- Infravision +2 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +45.00 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. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Mindpower +10 (+5 eff.) On-Hit 7 physical Damage +9% mind +6% physical When Hit 4 cold defense ------ Armor +9 Fatigue +3% other ------- Max psi +10.00 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 | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Stun Resist +23% other ------- Encumbrance +21 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +7% physical Healmod +10% Cut Resist +50% other ------- Stamina/turn +0.20 Heal: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 163 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 48 [Ego] Nature/Master When used to Attack: Weapon Damage 63.5 - 76.2 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +210 While equipped: offense ------ On-Hit 9 cold When Hit 5 ice defense ------ Armor +10 Fatigue +8% Resistance +15% acid other ------- Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Resistance +6% fire +5% arcane +6% cold Unlife -60.00 life A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Rare] Nature When used to Attack: Weapon Damage 31.0 - 37.2 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +84 On-crit, radius 2 +4 mind While equipped: Stats +5 Dex offense ------ Damage +3% nature On-Hit (Melee): * 10% chance to slow global speed by 48% * 20% chance to reduce all saves and defense by 22 defense ------ Armor +6 Fatigue +8% Life +40.00 other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% acid +3% mind Ignore resists +5% mind defense ------ Defense +1 (+1 eff.) Resistance +6% acid +12% mind Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T3 heavy armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +7 Con offense ------ When Hit 8 blight 2 darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 19 defense ------ Armor +13 Defense +3 (+3 eff.) Fatigue +16% Resistance +7% physical +8% fire +23% darkness -10% light Physical save +12 (+5 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Light +1 Track: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +3 Con offense ------ Damage +6% mind Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 48% other ------- EQ when Hit +0.08 Max hate +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Dex offense ------ Accuracy +13 (+5 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to reduce armor by 29% defense ------ Defense +8 (+6 eff.) Silence Resist +21% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.13 Disengage: Puts all charms on 9 turn 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 3 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 81% 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! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Life +23.00 Disarm Resist +24% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Disrupt/Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Deals 57 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Str offense ------ Damage +7% physical Accuracy +8 (+3 eff.) Sharp, short and deadly. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Disrupt Weapon Damage 18.5 - 27.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +12 acid +8 fire While equipped: offense ------ Ignore resists +25% acid +10% fire When Hit 4 fire defense ------ Resistance +12% acid +12% lightning +13% cold +18% fire +5% all Spell save +9 (+3 eff.) Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 light Damage Against +16% Undead While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +10 (+7 eff.) Disarm Resist +35% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +16 temporal On-Hit, radius 1 +16 blight On-crit, radius 2 +8 blight On Critical: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 While equipped: offense ------ Ignore resists +25% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 defense ------ Resistance +6% temporal Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Master/Psionic Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 darkness Damage Against +7% Living Sharp, long, and deadly. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Str +1 Mag +1 Wil +3 Cun +6 Con offense ------ Spell Crit +1% Spellpower +7 (+4 eff.) Damage +10% acid defense ------ Life Regen +0.50 Healmod +12% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 temporal On-Hit, radius 1 +8 darkness While equipped: offense ------ Damage +12% lightning Ignore resists +15% darkness +15% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Resistance +9% darkness +8% temporal One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con defense ------ Resistance +6% lightning +6% temporal +6% mind Confus Resist +10% other ------- Infravision +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Wil +3 Con offense ------ Mindpower +5 (+2 eff.) Damage +3% acid +3% mind defense ------ Defense +1 (+1 eff.) Mind save +3 (+1 eff.) other ------- Hate-on-crit +4.00 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 [Rare] Nature While equipped: Stats +1 Str +2 Con defense ------ Armor +1 Resistance +7% lightning +6% temporal +3% cold Crit Resistance 5.00% Life +60.00 Life Regen +4.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +10 Str +2 Dex defense ------ Armor +3 Fatigue +3% Physical save +14 (+6 eff.) other ------- Light +3 Infravision +2 A cap made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +2 (+2 eff.) Fatigue +12% Resistance +7% acid +7% cold other ------- Breathe water A suit of armour made of mail. |
![]() 7.0 Encumbrance T2 shield armor [Ego++] Nature/Master When used to Attack: Weapon Damage 18.0 - 21.6 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +13 cold While equipped: Stats +4 Str +3 Dex +1 Wil offense ------ Accuracy +9 (+3 eff.) On shield block: * Deals 113 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +12% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+5 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) 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 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str offense ------ Damage +3% light Ignore resists +15% light defense ------ Resistance +6% light +5% arcane Physical save +8 (+4 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) Life +66.00 other ------- Max stamina +18.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +7 Str +1 Dex offense ------ Damage +3% temporal other ------- Psi when Hit +0.04 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +6 Str offense ------ Physical Crit +2.0% Physical Power +5 (+2 eff.) Damage +6% physical defense ------ Resistance +3% lightning Mind save +6 (+2 eff.) Pinning Resist +10% other ------- Light +3 See Stealth +8 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Con offense ------ Damage +7% darkness +12% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +5 (+5 eff.) Resistance +7% light +6% temporal Affinity +5% darkness other ------- Light +3 Infravision +3 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 104.82 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +6% acid defense ------ Defense +10 (+7 eff.) Resistance +6% temporal +3% light +3% darkness other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +5% blight +3% all Spell save +6 (+2 eff.) Life Regen +2.00 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 3.0 Encumbrance T2 shot ammo [Ego++] Psionic Weapon Damage 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-ranged-hit +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 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 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. |
Achievements
By Durbezig the Drem Stone Warden level 21
27th Loss 122nd year of Ascendancy at 05:42 see stats
By Durbezig the Drem Stone Warden level 10
34th Profit 122nd year of Ascendancy at 07:49 see stats
By Durbezig the Drem Stone Warden level 20
2nd Loss 122nd year of Ascendancy at 16:48 see stats
By Durbezig the Drem Stone Warden level 20
2nd Loss 122nd year of Ascendancy at 17:57 see stats
By Durbezig the Drem Stone Warden level 9
26th Voratun 122nd year of Ascendancy at 22:31 see stats
By Durbezig the Drem Stone Warden level 5
20th Voratun 122nd year of Ascendancy at 13:00 see stats
By Durbezig the Drem Stone Warden level 15
23rd Dearth 122nd year of Ascendancy at 13:07 see stats
By Durbezig the Drem Stone Warden level 20
21st Loss 122nd year of Ascendancy at 19:59 see stats
Log
Emymina the white crystal's Netherblast hits Durbezig for 103 temporal, 79 darkness (181 total damage).
Emymina the white crystal loses 3 health to the entropy.
Emelaith the shimmering crystal loses 4 health to the entropy.
Durbezig picks up (l.): hateful steel longsword of massacre (22-30 power, 3 apr).
Emymina the white crystal casts Netherblast.
Emelaith the shimmering crystal's Netherblast hits Durbezig for 137 temporal, 83 darkness (221 total damage).
Emelaith the shimmering crystal casts Cacophony.
Emymina the white crystal's Ice Bolt hits Durbezig for 126 cold damage.
Emymina the white crystal loses 5 health to the entropy.
Emelaith the shimmering crystal loses 4 health to the entropy.
Durbezig casts Rune: Shielding.
A shield forms around Durbezig.
Durbezig uses Frenzy.
Durbezig casts Eldritch Slam.
Hornet swarm slows down.
Emymina the white crystal's void star absorbs the damage from Durbezig, converting it into entropy!
Emymina the white crystal's void star absorbs the damage from Durbezig, converting it into entropy!
Durbezig hits Emymina the white crystal for (95 to entropy), 101 arcane, 12 physical, 4 cold, 16 arcane, (67 to entropy), 71 arcane, 12 physical, 4 cold, 16 arcane (237 total damage).
Durbezig hits Hornet swarm for 203 arcane, 11 physical, 12 cold (226 total damage).
Durbezig killed Hornet swarm!
Emymina the white crystal's Netherblast hits Durbezig for (83 absorbed), 18 temporal, (64 absorbed), 14 darkness (32 total damage).
Emymina the white crystal casts Terminus.
Your shield crumbles under the damage!
The shield around Durbezig crumbles.
Durbezig regains their strength.
Emymina the white crystal hits Durbezig for (2 absorbed), 75 temporal, 121 temporal (196 total damage).
Durbezig the level 21 drem stone warden was replaced by a time clone (and no one ever knew the difference) to death by Emymina the white crystal on level 3 of Old Forest.