












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! OldRPG - Overdrive - 3 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) OldRPG - Overdrive - 5 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) OldRPG - Overdrive - 6 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) OldRPG - Overdrive - 4 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) 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. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Semi-Roguelike (sweet&sour) |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 29 / 77% |
Size | medium |
Lifes / Deaths | Killed by ghoul at level 26 on the 2nd Iron 123rd year of Ascendancy at 06:27 0 / 2Killed by Emelitira the skeleton archer at level 29 on the 11st Iron 123rd year of Ascendancy at 13:06 |
Primary Stats
Strength | 42 (base 15) |
Dexterity | 8 (base 10) |
Constitution | 50 (base 10) |
Magic | 72 (base 60) |
Willpower | 71 (base 54) |
Cunning | 18 (base 10) |
Resources
Life | -173/1095 |
Mana | 468/596 |
Equilibrium | 30 |
Healing Factor | 1.2786847857242 |
Regeneration | 14.385203839397 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 20.155423598945 |
See Invisible | 20.155423598945 |
Offense: Mainhand
Damage | 99 |
Accuracy | 34 |
Crit Chance | 9% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 58 |
Accuracy | 34 |
Crit Chance | 10% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Acid | +15% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Arcane | +25% |
Mind | +5% |
Physical | +7% |
Defense: Base
Armour (hardiness) | 43 (60%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 23 |
Physical Save | 48 |
Spell Save | 56 |
Mental Save | 44 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 29%( 70%) |
Cold | + 36%( 70%) |
All | + 21%( 70%) |
Lightning | + 29%( 70%) |
Light | + 35%( 70%) |
Mind | + 38%( 70%) |
Darkness | + 29%( 70%) |
Fire | + 31%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Stun Resistance | 94% |
Blind Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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 Willpower stat. |
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 236 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength 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 |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Constitution 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 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * '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 electric eel tail. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of elder vampire blood. * You've found the needed naga tongue. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * You've found the needed warg claw. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vampire lord fang. * You've found the needed sandworm tooth. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Con +4 Wil offense ------ Mindpower +7 (+2 eff.) Ignore resists +7% physical When Hit 4 mind defense ------ Armor +4 Fatigue +3% Resistance +3% cold +6% fire +6% light +12% nature Spell save +3 (+1 eff.) Blindside: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 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. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +1 Mag +3 Con offense ------ Ignore resists +25% arcane defense ------ Resistance +7% blight +6% cold Life +49.00 Life Regen +1.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Con defense ------ Armor +12 Defense +10 (+5 eff.) Fatigue +4% Crit Resistance 15.00% Spell save +12 (+4 eff.) Life +20.00 Life Regen +4.00 Stun Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 114.47 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% mind defense ------ Resistance +6% fire Crit Resistance 10.00% Physical save +9 (+3 eff.) Spell save +3 (+1 eff.) Unlife -80.00 life Life Regen +6.00 Stun Resist +24% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +8 Cun +2 Wil defense ------ Resistance +12% light +10% darkness Mind save +9 (+3 eff.) Blind Resist +24% other ------- EQ when Hit +0.16 Max psi +20.00 Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T2 shield armor [Random Unique] Arcane/Psionic When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +39 On-hit +12 acid While equipped: Stats +2 Mag +7 Con offense ------ When Hit: * 10% chance to reduce armor by 33% defense ------ Armor +4 Fatigue +8% Resistance +11% acid +21% mind other ------- Infravision +2 Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Mag offense ------ Physical Crit +3.0% Critical power +5.00% Physical Power +3 (+1 eff.) other ------- Mana/turn +0.12 Max mana +23.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 28.0 - 33.6 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 On-Hit, radius 1 +14 fire While equipped: offense ------ On-Hit 7 fire On shield block: * Cause enemies within radius 6 to bleed for 260 physical damage over 5 turns (1/turn) When Hit 7 fire defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil defense ------ Defense +1 (+1 eff.) Resistance +3% blight Life +30.00 Disarm Resist +10% Stun Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 761% 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 Willpower 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 [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +10% fire +11% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: offense ------ Physical Power +8 (+2 eff.) Combat Speed +10% Damage +7% physical other ------- Masteries +0.15 Spell/Eldritch shield Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +11 Dex +7 Wil Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun offense ------ Mindpower +5 (+2 eff.) Damage +3% mind defense ------ Resistance +6% darkness Mind save +3 (+1 eff.) Life +22.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +25% other ------- Hate-on-crit +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+4 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) defense ------ Life Regen +3.00 Stun Resist +26% Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature/Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Ignore resists +7% physical Accuracy +17 (+7 eff.) Ignore Armor +7 Sharp, short and deadly. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 50% Mag, 140% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 Encumbrance T3 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 29.5 - 35.4 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +81 On-hit +14 fire While equipped: Stats +2 Str offense ------ When Hit 9 fire defense ------ Armor +6 Fatigue +8% Resistance +31% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+6 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 Encumbrance T3 light armor [Rare] Nature While equipped: offense ------ Damage +12% lightning Ignore resists +20% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +18% lightning +12% mind +6% blight Life +32.00 A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+5 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+5 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 Encumbrance T3 massive armor [Ego+] Nature/Master While equipped: defense ------ Armor +16 Fatigue +22% Life +44.00 Life Regen +1.00 Healmod +12% A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +6 (+2 eff.) defense ------ Defense +25 (+13 eff.) Resistance +5% arcane +6% fire Spell save +8 (+3 eff.) Blind Resist +20% Disease Resist +20% Stun Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Size +1 A belt that goes around your waist. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Dex +2 Mag +2 Cun offense ------ Damage +5% arcane defense ------ Armor +2 Fatigue +3% Physical save +7 (+2 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +4 Dex offense ------ Accuracy +13 (+6 eff.) When Hit: * 21 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +10 (+4 eff.) 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] Psionic While equipped: Stats +3 Cun offense ------ Damage +3% fire Ignore resists +10% mind When Hit 2 fire defense ------ Defense +1 (+1 eff.) Mind save +6 (+2 eff.) Unlife -60.00 life Blind Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pointy cloth hat, very wizardly... |
![]() 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 When used as an alchemist bomb: Bomb damage +5% 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 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 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 When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns 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 When used as an alchemist bomb: Mana regain 20 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 When used as an alchemist bomb: Bomb damage +10% 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 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Additional 50 poison damage 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature 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] Nature While equipped: Stats +1 Dex defense ------ Armor +2 Resistance +6% nature +3% fire Physical save +6 (+2 eff.) Life +80.00 Healmod +12% Poison Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 Encumbrance T1 digger tool [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 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. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 13 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 60 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 107 for 5 turns Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +10% physical +10% arcane +5% temporal defense ------ Defense +10 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By goran the Dwarf Stone Warden level 20
4th Dearth 122nd year of Ascendancy at 04:13 see stats
By goran the Dwarf Stone Warden level 9
27th Voratun 122nd year of Ascendancy at 12:46 see stats
By goran the Dwarf Stone Warden level 20
4th Dearth 122nd year of Ascendancy at 02:09 see stats
By goran the Dwarf Stone Warden level 26
26th Loss 122nd year of Ascendancy at 07:29 see stats
By goran the Dwarf Stone Warden level 10
2nd Profit 122nd year of Ascendancy at 20:07 see stats
By goran the Dwarf Stone Warden level 20
3rd Dearth 122nd year of Ascendancy at 17:38 see stats
By goran the Dwarf Stone Warden level 22
37th Dearth 122nd year of Ascendancy at 16:15 see stats
By goran the Dwarf Stone Warden level 25
5th Loss 122nd year of Ascendancy at 11:29 see stats
By goran the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 08:37 see stats
By goran the Dwarf Stone Warden level 9
1st Profit 122nd year of Ascendancy at 13:12 see stats
By goran the Dwarf Stone Warden level 13
11st Profit 122nd year of Ascendancy at 15:52 see stats
By goran the Dwarf Stone Warden level 28
7th Iron 123rd year of Ascendancy at 18:39 see stats
By goran the Dwarf Stone Warden level 18
24th Wealth 122nd year of Ascendancy at 18:29 see stats
Log
Emelitira the skeleton archer hits goran for 276 physical, 4 physical (280 total damage).
Melee retaliation hits Emelitira the skeleton archer for (20 flat reduction), 0 nature, (3 flat reduction), 0 nature, (5 flat reduction), 0 mind, (7 flat reduction), 0 fire (0 total damage).
Emelitira the skeleton archer is free from the stone vine.
Goran uses Infusion: Wild.
Goran lessens the pain.
Goran casts Eldritch Blow.
goran misses Emelitira the skeleton archer.
Emelitira the skeleton archer performs a melee critical strike against goran!
goran counter attacks Emelitira the skeleton archer with his shield shards!
goran misses Emelitira the skeleton archer.
Emelitira the skeleton archer uses Perfect Control.
Emelitira the skeleton archer throws goran to the ground!
goran misses Emelitira the skeleton archer.
Emelitira the skeleton archer throws goran to the ground!
goran misses Emelitira the skeleton archer.
Emelitira the skeleton archer hits goran for 160 physical, 3 physical, 121 physical, 3 physical (286 total damage).
Melee retaliation hits Emelitira the skeleton archer for (20 flat reduction), 0 nature, (3 flat reduction), 0 nature, (5 flat reduction), 0 mind, (7 flat reduction), 0 fire, (20 flat reduction), 0 nature, (3 flat reduction), 0 nature, (5 flat reduction), 0 mind, (7 flat reduction), 0 fire (0 total damage).
Emelitira the skeleton archer is seized by a stone vine.
Talent Resilience of the Dwarves is ready to use.
Touch of Death from Emelitira the skeleton archer hits goran for 68 physical damage.
Emelitira the skeleton archer throws two quick punches.
Emelitira the skeleton archer performs a melee critical strike against goran!
Emelitira the skeleton archer's armor corrodes!
Emelitira the skeleton archer performs a melee critical strike against goran!
Goran explodes into a shower of gore!
Goran overcomes the touch of death.
Emelitira the skeleton archer hits goran for 135 physical, 3 physical, 112 physical (249 total damage).
Melee retaliation hits Emelitira the skeleton archer for (20 flat reduction), 0 nature, (3 flat reduction), 0 nature, (2 flat reduction), 0 mind, (7 flat reduction), 0 fire, (20 flat reduction), 0 nature, (3 flat reduction), 0 nature, (2 flat reduction), 0 mind, (7 flat reduction), 0 fire (0 total damage).
goran the level 29 dwarf stone warden was ground to death by Emelitira the skeleton archer on level 7 of Dreadfell.