












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 17 / 94% |
Size | medium |
Lifes / Deaths | Killed by Eilineda the gloomy poison ivy at level 17 on the 28th Stralite 123rd year of Ascendancy at 11:33 2 / 3Killed by Eilineda the gloomy poison ivy at level 17 on the 28th Stralite 123rd year of Ascendancy at 12:48 Killed by Eilineda the gloomy poison ivy at level 17 on the 28th Stralite 123rd year of Ascendancy at 14:28 |
Antimagic | Follower |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 25 (base 21) |
Constitution | 32 (base 21) |
Magic | 8 (base 10) |
Willpower | 36 (base 28) |
Cunning | 32 (base 30) |
Resources
Life | 559/559 |
Equilibrium | 0 |
Healing Factor | 1.5224420161895 |
Regeneration | 4.9479365526159 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 27.300317620788 |
See Invisible | 27.300317620788 |
Offense: Mainhand
Damage | 29 |
Accuracy | 30 |
Crit Chance | 14% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 30 |
Crit Chance | 12% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Cold | +16% |
Darkness | +3% |
Blight | +9% |
Physical | +20% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 25 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 2 |
Physical Save | 36 |
Spell Save | 30 |
Mental Save | 27 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 15%( 70%) |
All | + 6%( 70%) |
Lightning | + 18%( 70%) |
Temporal | + 15%( 70%) |
Physical | + 17%( 70%) |
Fire | + 8%( 70%) |
Mind | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Bleed Resistance | 10% |
Confusion Resistance | 26% |
Instadeath Resistance | 100% |
Pinning Resistance | 40% |
Poison Resistance | 10% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 537% 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. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Mucus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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. * 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +5 Fatigue -5% Resistance +3% lightning +6% fire Crit Resistance 15.00% Physical save +6 (+3 eff.) Knockbk Resist +10% other ------- Encumbrance +23 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Con offense ------ Physical Power +10 (+3 eff.) Damage +9% blight Accuracy +5 (+2 eff.) defense ------ Unlife -80.00 life other ------- Stamina/turn +1.00 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] Nature While equipped: offense ------ Damage +11% acid Ignore resists +5% mind defense ------ Defense +1 (+1 eff.) Resistance +16% acid +5% arcane Healmod +20% Cut Resist +10% A pointy cloth hat, very wizardly... |
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 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 101.35 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 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 259 Base Damage: 128 Armor: 2 All Resist: 0 Puts all charms on 24 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +3% blight +11% physical +5% arcane +6% fire Spell save +18 (+9 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +22.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Str +1 Dex +2 Cun offense ------ Critical power +5.00% Damage +9% physical defense ------ Resistance +12% mind +10% temporal Confus Resist +26% Pinning Resist +20% Knockbk Resist +27% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Cold Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +6 Con offense ------ Physical Crit +2.0% Mindpower +3 (+1 eff.) Damage +6% cold Ignore resists +5% cold Accuracy +5 (+2 eff.) defense ------ Physical save +6 (+3 eff.) other ------- Stamina/turn +1.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 87% 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 +2% Mindpower +4 (+2 eff.) On-Hit 4 mind 4 darkness Damage +3% mind +3% darkness 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +1% physical Physical save +15 (+6 eff.) Mind save +3 (+2 eff.) Life +31.00 Healmod +5% Poison Resist +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 | ![]() 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +7% Life +33.00 Life Regen +3.00 Healmod +10% A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Psionic Weapon Damage 108% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +14 mind On-Hit, radius 1 +4 mind On Hit: * 14% chance to reduce all saves and defense by 24 While equipped: Stats +2 Wil +3 Cun +2 Con offense ------ Mind Crit +1% Ignore resists +15% mind defense ------ Crit Resistance 15.00% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego+] Nature Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +3 Str +5 Dex +3 Mag +3 Wil +3 Cun +4 Con Blunt and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Disrupt Weapon Damage 101% 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: * 6% chance to slow global speed by 50% While equipped: Stats +4 Wil offense ------ Mindpower +10 (+4 eff.) Damage +6% acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +6% acid Sharp, short and deadly. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +5 Dex offense ------ Ignore resists +9% physical Longbows are used to shoot arrows at your foes. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Nature/Psionic While equipped: Stats +3 Con offense ------ Damage +5% nature +11% mind defense ------ Resistance +11% mind +7% all Poison Resist +21% Disease Resist +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +2 Dex +1 Con offense ------ Damage +12% blight Ignore Armor +1 defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +6% light +5% physical Physical save +11 (+5 eff.) A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold Crit Resistance 5.00% other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Cun +2 Con offense ------ Physical Crit +1.0% Ignore resists +10% mind defense ------ Defense +1 (+1 eff.) other ------- EQ when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego++] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Ignore Armor +4 defense ------ Armor +1 Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Physical Power +5 (+2 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +1 Resistance +3% acid Spell save +9 (+5 eff.) Stealth +6 other ------- Stamina/turn +2.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +4 Str +3 Dex +2 Mag +1 Con offense ------ Accuracy +21 (+10 eff.) defense ------ Armor +5 Defense +5 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +5 Str +2 Dex +2 Mag +2 Con offense ------ Physical Power +6 (+2 eff.) Accuracy +5 (+2 eff.) When Hit: * 18 arcane resource burn defense ------ Armor +2 Physical save +7 (+4 eff.) Spell save +11 (+6 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +1 Dex offense ------ On-Hit 5 mind Damage +4% mind Ignore resists +10% darkness defense ------ Armor +1 Fatigue +1% Resistance +6% mind +3% physical Physical save +12 (+5 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 [Ego+] Arcane While equipped: offense ------ Damage +3% light +4% temporal +5% darkness +4% physical defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Mind Crit +3% Critical power +15.00% Mindpower +15 (+6 eff.) Damage +3% mind defense ------ Armor +2 Fatigue +1% Resistance +3% cold other ------- Max psi +10.00 Infravision +2 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Dex offense ------ Damage +11% blight +3% physical defense ------ Defense +1 (+1 eff.) Resistance +17% blight +3% light Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Teleport Resist +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% Resistance +6% fire +5% cold A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +6 Dex offense ------ Physical Power +20 (+7 eff.) Ignore resists +15% light Accuracy +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% light A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ When Hit 2 cold defense ------ Armor +1 Fatigue +1% Resistance +6% mind +9% fire Mind save +6 (+3 eff.) Healmod +5% other ------- Stamina when Hit +0.80 EQ when Hit +0.90 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Damage +21% acid +3% fire Ignore resists +5% darkness +5% acid defense ------ Armor +3 Fatigue +5% Resistance +7% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Mind Crit +3% defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue +5% Resistance +11% light +11% darkness Spell save +3 (+2 eff.) Life Regen +2.00 Blind Resist +20% 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 (+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. |
![]() 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: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Mag offense ------ Ignore resists +25% darkness defense ------ Defense +10 (+6 eff.) Unlife -40.00 life Poison Resist +10% other ------- Infravision +1 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
Achievements
By John the Dwarf Oozemancer level 17
14th Stralite 123rd year of Ascendancy at 09:49 see stats
By John the Dwarf Oozemancer level 7
23rd Voratun 122nd year of Ascendancy at 10:05 see stats
By John the Dwarf Oozemancer level 10
11st Wealth 122nd year of Ascendancy at 02:56 see stats
By John the Dwarf Oozemancer level 17
28th Stralite 123rd year of Ascendancy at 11:31 see stats
By John the Dwarf Oozemancer level 7
7th Wealth 122nd year of Ascendancy at 18:48 see stats
Log
Eilineda the gloomy poison ivy shares damage with his oozes!
Eilineda the gloomy poison ivy hits John for 25 nature, 1 mind, 3 darkness, 21 nature, 2 mind, 2 darkness (53 total damage).
Melee retaliation hits Eilineda the gloomy poison ivy for 5 acid, 5 acid (10 total damage).
Black jelly's nature area effect hits John for 33 nature damage.
John uses Infusion: Movement.
John is moving at extreme speed!
Eilineda the gloomy poison ivy summons a War Hound!
Bloated ooze slows down.
Something hits Bloated ooze for 15 nature damage.
John speeds up.
John slows down.
Talent Antimagic Zone is ready to use.
Eilineda the gloomy poison ivy uses Slime Spit.
Something hits Bloated ooze for 15 nature damage.
Eilineda the gloomy poison ivy rearms.
Eilineda the gloomy poison ivy uses Acidbeam.
Eilineda the gloomy poison ivy hits John for 85 acid damage.
John the level 17 dwarf oozemancer was melted to death by Eilineda the gloomy poison ivy on level 2 of Heart of the Gloom.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Eilineda the gloomy poison ivy killed John!
Saving game...
Saving done.