Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Berserker |
Level / Exp | 22 / 99% |
Size | medium |
Lifes / Deaths | Killed by Adamira the bandit lord at level 22 on the 10th Steel 123rd year of Ascendancy at 13:31 / 1 |
Primary Stats
Strength | 65 (base 51) |
Dexterity | 9 (base 11) |
Constitution | 49 (base 46) |
Magic | 10 (base 10) |
Willpower | 26 (base 10) |
Cunning | 27 (base 10) |
Resources
Life | -109/810 |
Stamina | 6/243 |
Healing Factor | 1.3732873839945 |
Regeneration | 5.8364713819764 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 25.082562303769 |
See Invisible | 25.082562303769 |
Offense: Mainhand
Damage | 150 |
Accuracy | 27 |
Crit Chance | 17% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Light | +3% |
Arcane | +12% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +44% |
Darkness | +15% |
Light | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 34.08934837382 (81.151787968034%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 22 |
Physical Save | 51 |
Spell Save | 42 |
Mental Save | 55 |
Defense: Resistances
Acid | + 12%( 70%) |
Arcane | + 14%( 70%) |
Mind | + 22%( 70%) |
All | + 10%( 70%) |
Darkness | + 15%( 70%) |
Light | + 23%( 70%) |
Physical | + 14%( 70%) |
Fire | + 15%( 70%) |
Cold | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 9% |
Confusion Resistance | 60% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Pinning Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 33 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% 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 Cunning stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 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. | active |
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 defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * '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. | active |
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 within11 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Physical Power +10 (+3 eff.) Damage +6% darkness Ignore resists +15% darkness +25% physical defense ------ Armor +3 Physical save +8 (+3 eff.) Spell save +11 (+4 eff.) Mind save +8 (+2 eff.) other ------- Max stamina +20.00 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +9% darkness defense ------ Defense +5 (+2 eff.) Resistance +3% acid +5% arcane Poison Resist +20% Stun Resist +10% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Damage +12% arcane Ignore resists +5% physical defense ------ Defense +1 (+0 eff.) Resistance +2% physical other ------- EQ when Hit +0.70 Psi when Hit +0.80 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) defense ------ Defense +5 (+2 eff.) Resistance +15% light Physical save +6 (+2 eff.) Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 17 turn cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +11 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +2 Mag offense ------ Critical power +5.00% On-Hit 8 physical On-Ranged-Hit 8 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 17 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 17 defense ------ Defense +10 (+5 eff.) Resistance +15% cold Healmod +10% other ------- Mana-on-crit +2.00 Hate-on-crit +2.00 Max hate +5.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ When Hit 2 light defense ------ Armor +4 Resistance +6% fire +3% physical +7% cold Crit Resistance 5.00% Spell save +3 (+1 eff.) Confus Resist +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Master Weapon Damage 181% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +14% physical Accuracy +13 (+7 eff.) Ignore Armor +10 Massive two-handed battleaxes. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +2 Life Regen +4.00 other ------- Stamina/turn +0.70 Max stamina +20.00 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. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil defense ------ Armor +14 Defense +7 (+3 eff.) Fatigue +22% Mind save +26 (+7 eff.) A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% light +6% cold Ignore resists +20% light defense ------ Defense +1 (+0 eff.) Resistance +6% darkness Life +35.00 other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +14% mind Confus Resist +20% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 620% 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 Cunning 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 [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 89.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% nature +3% arcane Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Resistance +12% mind +20% nature +5% arcane other ------- Light +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+4 eff.) Life Regen +3.00 Stun Resist +20% Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 118% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +9 nature While equipped: defense ------ Healmod +20% Poison Resist +20% other ------- Stamina/turn +3.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Master Weapon Damage 128% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical +12% all Accuracy +25 (+13 eff.) Ignore Armor +16 Massive two-handed swords. |
![]() 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Rare] Nature Weapon Damage 98% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +4 mind While equipped: Stats +4 Str +10 Wil +2 Cun +10 Con offense ------ Ignore resists +15% acid defense ------ Life +19.00 other ------- Infravision +1 Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 88% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) defense ------ Resistance +6% acid +4% physical Physical save +12 (+4 eff.) Life +25.00 Life Regen +1.00 Poison Resist +10% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life +23.00 Life Regen +3.10 other ------- Stamina/turn +0.50 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +4 Wil +4 Cun +2 Con defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% arcane +16% fire Spell save +10 (+4 eff.) Mind save +12 (+4 eff.) other ------- Light +1 Infravision +1 A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Ignore resists +20% nature defense ------ Resistance +6% light +6% darkness other ------- Infravision +1 See Invisibility +3 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil offense ------ Physical Power +15 (+4 eff.) Ignore resists +5% acid Ignore Armor +2 defense ------ Defense +1 (+0 eff.) Physical save +12 (+4 eff.) other ------- Max hate +6.00 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 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con offense ------ Ignore resists +10% cold defense ------ Defense +21 (+10 eff.) Resistance +3% temporal Crit Resistance 15.00% Spell save +9 (+3 eff.) Pinning Resist +10% 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 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ Ignore resists +15% blight When Hit 2 arcane defense ------ Defense +16 (+8 eff.) Resistance +3% nature Crit Resistance 15.00% Spell save +6 (+2 eff.) other ------- Max mana +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Cun +4 Con offense ------ Damage +9% physical Ignore Armor +1 defense ------ Armor +3 Fatigue +2% Resistance +2% physical Physical save +12 (+4 eff.) Mind save +11 (+3 eff.) other ------- Stamina/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) defense ------ Armor +4 Fatigue +3% 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 [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+3 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +5 (+1 eff.) Disarm Resist +23% 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 T2 hands armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Critical power +10.00% On-Hit 7 nature Damage +8% nature Ignore resists +25% darkness defense ------ Armor +2 Fatigue +3% Resistance +8% nature +3% darkness Mind save +6 (+2 eff.) other ------- Psi when Hit +0.20 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% acid defense ------ Defense +1 (+0 eff.) Resistance +18% acid +9% darkness +3% blight Physical save +3 (+1 eff.) Life +40.00 Healmod +15% Confus Resist +10% Stun Resist +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Mag +8 Wil defense ------ Armor +1 Fatigue +1% Resistance +6% blight +5% arcane Mind save +6 (+2 eff.) other ------- Light +2 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Mindpower +15 (+8 eff.) Damage +3% acid On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Armor +1 Fatigue +1% Resistance +6% cold Mind save +15 (+5 eff.) other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Con offense ------ Damage +6% mind +3% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +3% Resistance +9% nature Physical save +10 (+4 eff.) Spell save +9 (+3 eff.) Mind save +7 (+2 eff.) Battle Cry: Puts all charms on 24 turn cooldown Effective talent level: 2.6 Power cost 24 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Critical power +20.00% Accuracy +5 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% blight Mind save +6 (+2 eff.) Unlife -20.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max stamina +10.00 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 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 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 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. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +6% all Ignore Armor +6 defense ------ Resistance +3% cold Unlife -60.00 life Cut Resist +10% other ------- Light +4 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 [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun +4 Str offense ------ Ignore resists +10% arcane +20% fire other ------- Mana/turn +0.04 See Invisibility +6 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +20% lightning +5% darkness +10% nature When Hit 2 lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Resistance +9% lightning +9% nature Blast the opponent's mind dealing 255 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Critical power +5.00% Damage +3% nature Ignore resists +10% nature Accuracy +10 (+5 eff.) defense ------ Resistance +5% arcane +6% fire Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 21 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By 6buny the Dwarf Berserker level 17
3rd Shortage 122nd year of Ascendancy at 08:25 see stats
By 6buny the Dwarf Berserker level 10
30th Dearth 122nd year of Ascendancy at 02:45 see stats
By 6buny the Dwarf Berserker level 20
23rd Shortage 122nd year of Ascendancy at 08:43 see stats
By 6buny the Dwarf Berserker level 22
6th Steel 123rd year of Ascendancy at 16:52 see stats
By 6buny the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 03:48 see stats
By 6buny the Dwarf Berserker level 22
10th Steel 123rd year of Ascendancy at 13:30 see stats
By 6buny the Dwarf Berserker level 11
32nd Dearth 122nd year of Ascendancy at 20:34 see stats
By 6buny the Dwarf Berserker level 16
25th Loss 122nd year of Ascendancy at 18:29 see stats
Log
Poison from Adamira the bandit lord hits 6buny for 53 nature damage.
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LIFE LOST WARNING!
Deep Wound from 6buny hits Adamira the bandit lord for (63 to psi shield), 0 physical (0 total damage).
Adamira the bandit lord uses Brainfreeze.
6buny shrugs off the effect 'Brainlocked'!
Adamira the bandit lord hits 6buny for 116 cold damage.
6buny no longer revels in blood quite so much.
Deadly Poison from Adamira the bandit lord hits 6buny for 25 nature damage.
Poison from Adamira the bandit lord hits 6buny for 53 nature damage.
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LIFE LOST WARNING!
6buny uses Perfect Strike.
6buny aims carefully.
You do not have enough Stamina to use Execution.
6buny performs a melee critical strike against Rogue!
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
6buny revels in the spilt blood and grows stronger!
6buny hits Rogue for 246 physical damage.
6buny killed Rogue!
Deep Wound from 6buny hits Adamira the bandit lord for (63 to psi shield), 0 physical (0 total damage).
Adamira the bandit lord activates Total Thuggery.
Adamira the bandit lord uses Summon.
Adamira the bandit lord summons Thief!
Poison bursts out of 6buny's corpse!
Poison from Adamira the bandit lord hits 6buny for 53 nature damage.
6buny the level 22 dwarf berserker was treehugged to death by Adamira the bandit lord on level 1 of The Maze.
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6buny no longer revels in blood quite so much.
6buny's rage subsides!