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! 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:
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.
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: 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 24 / 58% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 15 on the 27th Wealth 122nd year of Ascendancy at 00:18 0 / 7Killed by Saloba the ultimate telugoroth at level 16 on the 35th Steel 123rd year of Ascendancy at 04:28 Killed by Xanuratha the ultimate teluvorta at level 16 on the 35th Steel 123rd year of Ascendancy at 06:20 Killed by emperor wight at level 22 on the 13rd Profit 123rd year of Ascendancy at 13:05 Killed by Celia at level 23 on the 2nd Dearth 123rd year of Ascendancy at 09:28 Killed by Velimiwyn the orc fighter at level 24 on the 26th Shortage 123rd year of Ascendancy at 23:43 Killed by Nerygadata the vampire lord at level 24 on the 5th Iron 124th year of Ascendancy at 09:23 |
Primary Stats
Strength | 58 (base 48) |
Dexterity | 19 (base 16) |
Constitution | 39 (base 25) |
Magic | 8 (base 10) |
Willpower | 53 (base 32) |
Cunning | 10 (base 10) |
Resources
Life | -114/1033 |
Stamina | 261/306 |
Equilibrium | 42 |
Healing Factor | 1.216254336803 |
Regeneration | 18.135792111291 |
Speed
Mental | +5.96386969525% |
Attack | +5.96386969525% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 80 |
Accuracy | 50 |
Crit Chance | 10% |
APR | 17 |
Speed | 0.94 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 2% |
Speed | 0.94371789448232 |
Offense: Damage Bonus
Acid | +11% |
Cold | +11% |
Lightning | +11% |
Fire | +5% |
All | +2% |
Offense: Damage Penetration
Arcane | +14% |
Fire | +34% |
All | +9% |
Defense: Base
Armour (hardiness) | 52.089348373821 (81.151787968034%) |
Defense | 49 |
Ranged Defense | 52 |
Fatigue | 34 |
Physical Save | 56 |
Spell Save | 37 |
Mental Save | 40 |
Defense: Resistances
Acid | -15%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Physical | + 20%( 70%) |
Lightning | + 9%( 70%) |
Light | + 15%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 12%( 70%) |
Darkness | + 38%( 70%) |
Fire | + 21%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 24% |
Pinning Resistance | 35% |
Knockback Resistance | 58% |
Disarm Resistance | 55% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 211 life over 5 turns. Its effects scale with your Constitution 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: HealingUse 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 instantly heal yourself for 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 3/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower 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 clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Shardskin. * 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 ice 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of 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 vial of wight ectoplasm. * You've found the needed xorn fragment. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed electric eel tail. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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 chunk of ghoul flesh. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Glacierprophet the pair of dwarven-steel boots (0 def, 4 armour) Glacierprophet the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Con +3 Wil dps ---------- Dmg.mod +9% cold ----- def ----- Armour +4 Fatigue -3% Crit.chn- 15.00% Phys.save +9 (+3 eff.) ---------- misc Max.enc +25 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Hornet Stingers (20/20, 18-25 power, 10 apr) Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | Camigorn the brass lantern Camigorn the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% acid Melee Ret 11 fire ----- def ----- Defense +10 (+4 eff.) Resists +6% fire +5% arcane +3% physical HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Lightningtorrent (30 def, 4 armour) Lightningtorrent (30 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +6% lightning Apr +2 ----- def ----- Armour +4 Defense +30 (+10 eff.) Fatigue +4% Resists +5% arcane +9% fire ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Cyrydabeth the Rainwar (0 def, 2 armour) Cyrydabeth the Rainwar (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Acc +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% nature +2% physical Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Die.at -60.00 life Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Pyrequeller [power 230] (15 cooldown) Pyrequeller [power 230] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning +3% fire Res.pen +25% fire ----- def ----- Resists +6% cold +6% fire Fire a magical bolt dealing 255 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Tyregovor the Lightningbrace Tyregovor the Lightningbrace0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ----- def ----- Armour +4 Resists +12% mind +3% lightning Max.HP +28.00 Disarm- +32% Pinning- +35% Knockbk- +28% Rings make your fingers look great! |
On fingers | Yarirach the steel ring Yarirach the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +5% arcane +15% temporal HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
Around neck | starlit gold amulet starlit gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% light +13% darkness Blind- +23% Amulets make your neck look great! |
In main hand | plaguebringer's stralite mace of shearing (38-53 power, 5 apr) plaguebringer's stralite mace of shearing (38-53 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Arcane/Master Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 4 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Res.pen +9% all Acc +12 (+4 eff.) Apr +7 ----- def ----- Disease- +14% Blunt and deadly. |
Around waist | Urirand the hardened leather belt Urirand the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Acc +20 (+6 eff.) Apr +3 ----- def ----- Defense +22 (+8 eff.) Phys.save +6 (+2 eff.) Stealth +7 A belt that goes around your waist. |
In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +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. |
Inventory
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.68 cold and 15.33 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Skygore the dragonbone vilestaff (30-36 power, 6 apr, acid element) Skygore the dragonbone vilestaff (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +15 (+13 eff.) Dmg.mod +30% acid +6% temporal +12% blight +6% arcane +6% lightning Res.pen +10% temporal ----- def ----- Armour +8 Hardiness +5% Phys.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hettegoldir the Cracklegasher (60-97 power, 3 apr) Hettegoldir the Cracklegasher (60-97 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Master Power 60.5 - 96.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +12 lightning On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Str dps ---------- Phys.crit +13.0% Phys.pwr +9 (+3 eff.) Dmg.mod +10% physical Acc +13 (+4 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +12% cold Massive two-handed swords. |
Acera (33-46 power, 4 apr) Acera (33-46 power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 14 acid damage in a 4 radius ball. This damage will increase by 8% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Darkbane (15-21 power, 3 apr) Darkbane (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 cold While equipped: dps ---------- Dmg.mod +6% darkness +6% cold Res.pen +15% darkness +7% physical Acc +12 (+4 eff.) Apr +8 Melee Ret 8 cold One-handed war axes. |
cashmere robe of life (0 def, 0 armour) cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +11% all Max.HP +57.00 HP.reg +2.30 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Radhiruigund (14 def, 14 armour) Radhiruigund (14 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Str ----- def ----- Armour +14 Defense +14 (+5 eff.) Fatigue +12% Resists +5% arcane Mind.save +14 (+5 eff.) Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
Festerworth the rough leather belt Festerworth the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +9 (+3 eff.) Resists +3% lightning Spell.save +18 (+7 eff.) Stealth +6 A belt that goes around your waist. |
Tulondil the hardened leather belt Tulondil the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +6% arcane ----- def ----- Defense +15 (+5 eff.) Resists +9% temporal +12% fire Phys.save +8 (+3 eff.) Die.at -40.00 life HP.reg +4.00 A belt that goes around your waist. |
Mevon (0 def, 3 armour) Mevon (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +7 Lck +9 Con dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Stealth +7 ---------- misc Light +2 A pair of boots made of leather. |
Poletha the Sparkgrinder (0 def, 1 armour) Poletha the Sparkgrinder (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+8 eff.) Res.pen +15% fire ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning Phys.save +11 (+4 eff.) Mind.save +9 (+3 eff.) A cap made of leather. |
Chargesnake (2 def, 0 armour) Chargesnake (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% mind Res.pen +5% lightning Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +6% mind Phys.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
Yvybreth the hardened leather cap (0 def, 3 armour) Yvybreth the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +7 Dex +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% blight Res.pen +5% blight +10% arcane Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +7% darkness Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 156.7 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
7 agate 7 agate0.0 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. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
5 amethyst 5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
244 alchemist agate 244 alchemist agate0.0 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
extending dwarven-steel torque of mindblast [power 210] (15 cooldown) extending dwarven-steel torque of mindblast [power 210] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 214 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
yew wand of conjuration 'Squalorwarden' [power 260] (15 cooldown) yew wand of conjuration 'Squalorwarden' [power 260] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% nature Res.pen +15% lightning ----- def ----- Phys.save +6 (+2 eff.) Fire a magical bolt dealing 289 acid damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Schuppenbart the Dwarf Wyrmic level 19
14th Voratun 123rd year of Ascendancy at 03:06 see stats
By Schuppenbart the Dwarf Wyrmic level 8
4th Profit 122nd year of Ascendancy at 07:05 see stats
By Schuppenbart the Dwarf Wyrmic level 21
11st Profit 123rd year of Ascendancy at 08:40 see stats
By Schuppenbart the Dwarf Wyrmic level 10
1st Wealth 122nd year of Ascendancy at 16:59 see stats
By Schuppenbart the Dwarf Wyrmic level 20
3rd Acquisition 123rd year of Ascendancy at 14:18 see stats
By Schuppenbart the Dwarf Wyrmic level 18
34th Stralite 123rd year of Ascendancy at 16:47 see stats
By Schuppenbart the Dwarf Wyrmic level 5
17th Voratun 122nd year of Ascendancy at 23:31 see stats
By Schuppenbart the Dwarf Wyrmic level 9
26th Profit 122nd year of Ascendancy at 18:38 see stats
By Schuppenbart the Dwarf Wyrmic level 18
4th Voratun 123rd year of Ascendancy at 08:05 see stats
By Schuppenbart the Dwarf Wyrmic level 23
29th Wealth 123rd year of Ascendancy at 21:08 see stats
By Schuppenbart the Dwarf Wyrmic level 17
37th Steel 123rd year of Ascendancy at 01:10 see stats
Log
Nerygadata the vampire lord's defensive darkness area effect hits Schuppenbart for 17 darkness damage.
Nerygadata the vampire lord's light area effect hits Schuppenbart for 47 light damage.
Impending Doom from Nerygadata the vampire lord hits Schuppenbart for 29 cold, 27 darkness (56 total damage).
Ghoul misses Schuppenbart.
Nerygadata the vampire lord casts Moonlight Ray.
Nerygadata the vampire lord hits Schuppenbart for 119 darkness damage.
Schuppenbart uses Infusion: Regeneration.
Schuppenbart starts regenerating health quickly.
Ghast uses Stun.
Ghast misses Schuppenbart.
Nerygadata the vampire lord's defensive darkness area effect hits Ghast for 25 darkness damage.
Nerygadata the vampire lord's defensive darkness area effect hits Skeleton archer for 25 darkness damage.
Nerygadata the vampire lord's defensive darkness area effect hits Ghoul for 19 darkness damage.
Nerygadata the vampire lord's defensive darkness area effect hits Schuppenbart for 17 darkness damage.
Schuppenbart is freed from the impending doom.
Ghoul slows down.
Ghoul misses Schuppenbart.
Nerygadata the vampire lord casts Searing Light.
Nerygadata the vampire lord's spell attains critical power!
Nerygadata the vampire lord hits Schuppenbart for 134 light damage.
Schuppenbart is weakened by the glyph of moonlight!
Nerygadata the vampire lord's light area effect hits Schuppenbart for 71 light damage.
Nerygadata the vampire lord's glyph of moonlight hits Schuppenbart for 45 darkness damage.
Nerygadata the vampire lord's defensive darkness area effect hits Skeleton archer for 25 darkness damage.
Nerygadata the vampire lord's defensive darkness area effect hits Ghast for 25 darkness damage.
Nerygadata the vampire lord's defensive darkness area effect hits Ghoul for 19 darkness damage.
Nerygadata the vampire lord's defensive darkness area effect hits Schuppenbart for 17 darkness damage.
Schuppenbart the level 24 dwarf wyrmic was purified to death by Nerygadata the vampire lord on level 2 of Dreadfell.