











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 21 / 11% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 13 on the 10th Flare 122nd year of Ascendancy at 01:05 / 2Killed by Ricirre the halfling at level 21 on the 78th Haze 122nd year of Ascendancy at 23:58 |
Primary Stats
Strength | 51 (base 47) |
Dexterity | 24 (base 10) |
Constitution | 19 (base 15) |
Magic | 22 (base 10) |
Willpower | 53 (base 43) |
Cunning | 25 (base 10) |
Resources
Life | -179/794 |
Stamina | 282/292 |
Equilibrium | 28 |
Healing Factor | 1.1791723257555 |
Regeneration | 12.866166121364 |
Speed
Mental | +13.252538333968% |
Attack | +13.252538333968% |
Movement | +74.545105411695% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 82 |
Accuracy | 51 |
Crit Chance | 14% |
APR | 15 |
Speed | 0.88 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 24 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 9% |
Speed | 0.88298241673941 |
Offense: Damage Bonus
Darkness | +10% |
Light | +10% |
Nature | +4% |
Arcane | +5% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Defense: Base
Armour (hardiness) | 53.317011280365 (72.903125182002%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 24 |
Mental Save | 41 |
Defense: Resistances
Acid | + 19%( 70%) |
Arcane | + 3%( 70%) |
Cold | + 13%( 70%) |
All | 0%( 70%) |
Lightning | + 9%( 70%) |
Light | + 33%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 3%( 70%) |
Mind | + 9%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Disarm Resistance | 27% |
Silence Resistance | 10% |
Confusion Resistance | 34% |
Knockback Resistance | 82% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 180 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23 with a minimum range of 15. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 234 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire 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 / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by cold drake hatchling. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 3. | 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. | 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 |
Equipment
On feet | ![]() pair of drakeskin leather boots 'Samukhad' (0 def, 5 armour) 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2(-) Str +5(-) Dex +3(-) Mag +2(-) Wil +6(-) Lck offense ------ Physical Crit +5.0% (-) Physical Power +4 (+1 eff.) (-) Ignore resists +10%(-) physical Accuracy +5 (+2 eff.) (-) Ignore Armor +11 (-) defense ------ Armor +5 (-) Stealth +12 (-) Unlife -80.00 life (-) Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Light source | ![]() Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15(-) Lite Light Burst (radius 1) Damage +10%(-) light defense ------ Resistance +30%(-) light Healmod +10% (-) other ------- Light +5 (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(110 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Grinekor the dwarven-steel helm (0 def, 4 armour) 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +1(-) Str +4(-) Dex +4(-) Cun +3(-) Con defense ------ Armor +4 (-) Fatigue +4% (-) Resistance +12%(-) acid +3%(-) physical +3%(-) light +9%(-) mind +6%(-) temporal Silence Resist +10% (-) Out-of-Phase Defense +5 (-) Out-of-Phase Resistance +5% (-) Out-of-Phase Resilience +5% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() heroic hardened leather gloves of spellstriking (0 def, 7 armour) 1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +6(-) Mag +5(-) Wil offense ------ Spellpower +6 (+3 eff.) (-) On-Hit 9(-) arcane Damage +5%(-) arcane defense ------ Armor +7 (-) Resistance +3%(-) arcane Mind save +7 (+3 eff.) (-) Life +40.00 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Prox's Lucky Halfling Foot 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5(-) Lck defense ------ Defense +5 (+2 eff.) (-) other ------- Disarm Traps +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 7 turns) 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. |
On fingers | ![]() copper ring 'Grinofast' 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: defense ------ Armor +6 (-) Defense +5 (+2 eff.) (-) Mind save +12 (+5 eff.) (-) Life Regen +2.00 (-) Confus Resist +34% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Nightsong 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Armor +0 (-6) Defense +6 (+3 eff.) (+1 (+1 eff.)) Fatigue -7% Mind save +13 (+5 eff.) (+1 (+0 eff.)) Life Regen +0.00 (-2.00) Confus Resist +0% (-34%) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 5 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. Tap to cycle through comparison choices |
Around neck | ![]() Feathersteel Amulet 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% (-) defense ------ Defense +15 (+7 eff.) (-) Fatigue -20% (-) Slow Projectiles +15% (-) other ------- Encumbrance +20 (-) Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() dwarven-steel mace 'Tidequake' (28-40 power, 4 apr) 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 (-) Critical Rate +1.5% (-) Attack Speed 100% (-) While equipped: Stats +3(-) Mag +3(-) Wil +1(-) Con offense ------ Critical power +5.00% (-) Mindpower +15 (+7 eff.) (-) Damage +6%(-) cold Accuracy +5 (+2 eff.) (-) defense ------ Defense +7 (+3 eff.) (-) Mind save +3 (+1 eff.) (-) Disarm Resist +27% (-) Blunt and deadly. |
Around waist | ![]() Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 (-) Fatigue -10% (-) Life +40.00 (-) Knockbk Resist +40% (-) other ------- Encumbrance +70 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() dwarven-steel shield of shrapnel (0 def, 6 armour, 26-32 power, 85 block) 7.0 Encumbrance T3 shield armor Reqs - Shield usage training Str 24 [Ego+] Master When used to Attack: Weapon Damage 26.5 - 31.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% (-) Block +85 (-) While equipped: offense ------ On shield block: + Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) defense ------ Armor +6 (-) Fatigue +8% (-) other ------- Talents +1.00(-) Block Handheld deflection devices. |
Cloak | ![]() Corpsewrecker the linen cloak (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1(-) Str offense ------ Accuracy +5 (+2 eff.) (-) When Hit 4(-) nature defense ------ Defense +1 (+0 eff.) (-) Crit Resistance 5.00% (-) Life +31.00 (-) other ------- Stamina/turn +2.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() impenetrable steel mail armour of the deep (2 def, 13 armour) 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Nature/Master While equipped: defense ------ Armor +13 (-) Defense +2 (+1 eff.) (-) Fatigue +12% (-) Resistance +7%(-) acid +7%(-) cold other ------- Breathe water A suit of armour made of mail. |
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. |
![]() warrior's copper ring of clarity 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str defense ------ Armor +4 (-2) Defense +0 (+0 eff.) (-5 (-2 eff.)) Mind save +5 (+2 eff.) (-7 (-3 eff.)) Life Regen +0.00 (-2.00) Confus Resist +20% (-14%) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() steel longsword of massacre (22-30 power, 3 apr) 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Master Weapon Damage 21.5 - 30.1(-7.0 - -9.8) Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 (-1) Critical Rate +3.0% (+1.5%) Attack Speed 100% (-) While equipped: Stats +0(-3) Mag +0(-3) Wil +0(-1) Con offense ------ Critical power +0.00% (-5.00%) Mindpower +0 (+0 eff.) (-15 (-7 eff.)) Damage +0%(-6%) cold Accuracy +0 (+0 eff.) (-5 (-2 eff.)) defense ------ Defense +0 (+0 eff.) (-7 (-3 eff.)) Mind save +0 (+0 eff.) (-3 (-1 eff.)) Disarm Resist +0% (-27%) Sharp, long, and deadly. |
![]() iron mace of massacre (19-27 power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon Reqs Str 11 [Ego] Master Weapon Damage 19.0 - 26.6(-9.5 - -13.3) Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 (-2) Critical Rate +0.5% (-1.0%) Attack Speed 100% (-) While equipped: Stats +0(-3) Mag +0(-3) Wil +0(-1) Con offense ------ Critical power +0.00% (-5.00%) Mindpower +0 (+0 eff.) (-15 (-7 eff.)) Damage +0%(-6%) cold Accuracy +0 (+0 eff.) (-5 (-2 eff.)) defense ------ Defense +0 (+0 eff.) (-7 (-3 eff.)) Mind save +0 (+0 eff.) (-3 (-1 eff.)) Disarm Resist +0% (-27%) Blunt and deadly. |
![]() thought-forged iron mace of massacre (18-25 power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon Reqs Str 11 [Ego] Master/Psionic Weapon Damage 18.0 - 25.2(-10.5 - -14.7) Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 (-2) Critical Rate +0.5% (-1.0%) Attack Speed 100% (-) On-hit +6 mind On Hit: * 10% chance to reduce all saves and defense by 26 While equipped: Stats +0(-3) Mag +2(-1) Wil +1 Cun +0(-1) Con offense ------ Critical power +0.00% (-5.00%) Mindpower +0 (+0 eff.) (-15 (-7 eff.)) Damage +0%(-6%) cold Accuracy +0 (+0 eff.) (-5 (-2 eff.)) defense ------ Defense +0 (+0 eff.) (-7 (-3 eff.)) Mind save +0 (+0 eff.) (-3 (-1 eff.)) Disarm Resist +0% (-27%) Blunt and deadly. |
![]() balanced iron waraxe of massacre (19-27 power, 2 apr) 3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 11 [Ego] Master Weapon Damage 19.0 - 26.6(-9.5 - -13.3) Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 (-2) Critical Rate +3.5% (+2.0%) Attack Speed 100% (-) While equipped: Stats +0(-3) Mag +0(-3) Wil +0(-1) Con offense ------ Critical power +0.00% (-5.00%) Mindpower +0 (+0 eff.) (-15 (-7 eff.)) Damage +0%(-6%) cold Accuracy +5 (+2 eff.) (-) defense ------ Defense +6 (+3 eff.) (-1 (+0 eff.)) Mind save +0 (+0 eff.) (-3 (-1 eff.)) Disarm Resist +21% (-6%) One-handed war axes. |
![]() Xeminne the dwarven-steel waraxe (18-26 power, 4 apr) 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Nature Weapon Damage 18.5 - 25.9(-10.0 - -14.0) Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 (-) Critical Rate +4.5% (+3.0%) Attack Speed 100% (-) On-hit +7 nature While equipped: Stats +0(-3) Mag +0(-3) Wil +0(-1) Con offense ------ Critical power +0.00% (-5.00%) Mindpower +0 (+0 eff.) (-15 (-7 eff.)) Damage +0%(-6%) cold Accuracy +0 (+0 eff.) (-5 (-2 eff.)) On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Defense +0 (+0 eff.) (-7 (-3 eff.)) Resistance +9% cold +1% physical Mind save +0 (+0 eff.) (-3 (-1 eff.)) Life Regen +4.00 Poison Resist +10% Disarm Resist +0% (-27%) One-handed war axes. |
![]() Coral Spray (8 def, 8 armour, 18-25 power, 48 block) 7.0 Encumbrance T1 shield armor Reqs - Shield usage training Str 16 [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2(-8.5 - -6.6) Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% (-1.5%) Block +48 (-37) 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 (+2) Defense +8 (+4 eff.) Fatigue +12% (+4%) Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1.00(-) Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() searing cured leather armour of command (13 def, 7 armour) 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego++] Arcane/Psionic While equipped: Stats +1 Cun offense ------ On-Hit 10 acid 8 fire When Hit 8 acid 9 fire defense ------ Armor +7 (-6) Defense +13 (+6 eff.) (+11 (+5 eff.)) Fatigue +7% (-5%) Resistance +14%(+7%) acid +12% fire +0%(-7%) cold Mind save +10 (+3 eff.) other ------- Breathe water A suit of armour made of leather. |
![]() prismatic hardened leather armour of command (16 def, 11 armour) 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Arcane/Psionic While equipped: Stats +1 Cun defense ------ Armor +11 (-2) Defense +16 (+7 eff.) (+14 (+6 eff.)) Fatigue +8% (-4%) Resistance +0%(-7%) acid +0%(-7%) cold +12% light +10% darkness Mind save +13 (+4 eff.) other ------- Breathe water A suit of armour made of leather. |
![]() impenetrable iron mail armour of acid resistance (2 def, 10 armour) 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Master While equipped: defense ------ Armor +10 (-3) Defense +2 (+1 eff.) (-) Fatigue +12% (-) Resistance +16%(+9%) acid +0%(-7%) cold other ------- Breathe water A suit of armour made of mail. |
![]() steel mail armour of implacability (2 def, 10 armour) 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Master While equipped: defense ------ Armor +10 (-3) Defense +2 (+1 eff.) (-) Fatigue +7% (-5%) Resistance +0%(-7%) acid +0%(-7%) cold Physical save +5 (+2 eff.) other ------- Breathe water A suit of armour made of mail. |
![]() undeterred pair of rough leather boots of strife (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego++] Arcane/Psionic While equipped: Stats +0(-2) Str +0(-5) Dex +0(-3) Mag +2(-) Wil +3 Con +0(-6) Lck offense ------ Physical Crit +0.0% (-5.0%) Physical Power +0 (+0 eff.) (-4 (-1 eff.)) Mindpower +3 (+1 eff.) Ignore resists +5%(-5%) physical Accuracy +0 (+0 eff.) (-5 (-2 eff.)) Ignore Armor +0 (-11) defense ------ Armor +1 (-4) Stealth +0 (-12) Unlife +0.00 life (+80.00 life) Silence Resist +20% Confus Resist +21% Stun Resist +20% Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() steady rough leather gloves of dexterity (+3) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex +0(-6) Mag +0(-5) Wil offense ------ Spellpower +0 (+0 eff.) (-6 (-3 eff.)) On-Hit 0(-9) arcane Damage +0%(-5%) arcane Accuracy +17 (+5 eff.) defense ------ Armor +1 (-6) Resistance +0%(-3%) arcane Physical save +5 (+2 eff.) Mind save +5 (+2 eff.) (-2 (-1 eff.)) Life +0.00 (-40.00) 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. |
![]() Gloves of the Firm Hand (0 def, 8 armour) 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +0(-6) Mag +0(-5) Wil +4 Con offense ------ Spellpower +0 (+0 eff.) (-6 (-3 eff.)) On-Hit 0(-9) arcane Damage +0%(-5%) arcane defense ------ Armor +8 (+1) Resistance +0%(-3%) arcane Mind save +0 (+0 eff.) (-7 (-3 eff.)) Life +0.00 (-40.00) Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Morbuswisp the iron gauntlets (0 def, 1 armour) 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +0(-6) Mag +0(-5) Wil +3 Con offense ------ Physical Power +10 (+3 eff.) Spellpower +0 (+0 eff.) (-6 (-3 eff.)) On-Hit 0(-9) arcane 6 cold Damage +0%(-5%) arcane +4% cold Ignore resists +15% nature Accuracy +25 (+8 eff.) defense ------ Armor +1 (-6) Fatigue +1% Resistance +5%(+2%) arcane +6% cold Mind save +0 (+0 eff.) (-7 (-3 eff.)) Life +0.00 (-40.00) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() iron gauntlets of strength (+2) (0 def, 1 armour) 1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str +0(-6) Mag +0(-5) Wil offense ------ Physical Power +6 (+2 eff.) Spellpower +0 (+0 eff.) (-6 (-3 eff.)) On-Hit 0(-9) arcane Damage +0%(-5%) arcane defense ------ Armor +1 (-6) Fatigue +1% Resistance +0%(-3%) arcane Mind save +0 (+0 eff.) (-7 (-3 eff.)) Life +0.00 (-40.00) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() rough leather cap 'Stokeknave' (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +0(-1) Str +0(-4) Dex +3 Wil +5(+1) Cun +0(-3) Con offense ------ Mind Crit +1% Mindpower +3 (+1 eff.) Damage +6% acid +3% fire +9% mind Ignore resists +10% acid +5% fire defense ------ Armor +1 (-3) Fatigue +1% (-3%) Resistance +0%(-12%) acid +0%(-3%) physical +0%(-3%) light +0%(-9%) mind +0%(-6%) temporal Silence Resist +0% (-10%) Out-of-Phase Defense +0 (-5) Out-of-Phase Resistance +0% (-5%) Out-of-Phase Resilience +0% (-5%) A cap made of leather. |
![]() Kindlewalker the iron helm (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +0(-1) Str +6(+2) Dex +1 Mag +3 Wil +0(-4) Cun +0(-3) Con defense ------ Armor +3 (-1) Fatigue +5% (+1%) Resistance +0%(-12%) acid +0%(-3%) physical +9%(+6%) light +6% blight +0%(-6%) temporal +5% arcane +0%(-9%) mind Crit Resistance 5.00% Mind save +6 (+2 eff.) Silence Resist +0% (-10%) Out-of-Phase Defense +0 (-5) Out-of-Phase Resistance +0% (-5%) Out-of-Phase Resilience +0% (-5%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 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 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. |
Achievements
By Gonk the Cornac Wyrmic level 20
64th Haze 122nd year of Ascendancy at 19:30 see stats
By Gonk the Cornac Wyrmic level 18
51st Haze 122nd year of Ascendancy at 11:57 see stats
By Gonk the Cornac Wyrmic level 21
67th Haze 122nd year of Ascendancy at 01:55 see stats
By Gonk the Cornac Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 09:07 see stats
By Gonk the Cornac Wyrmic level 20
63rd Haze 122nd year of Ascendancy at 23:58 see stats
By Gonk the Cornac Wyrmic level 7
79th Pyre 122nd year of Ascendancy at 17:27 see stats
By Gonk the Cornac Wyrmic level 16
21st Dusk 122nd year of Ascendancy at 14:04 see stats
By Gonk the Cornac Wyrmic level 17
49th Haze 122nd year of Ascendancy at 17:55 see stats
By Gonk the Cornac Wyrmic level 13
10th Flare 122nd year of Ascendancy at 01:05 see stats
Log
Gonk uses Nature's Touch.
Gonk gains 4% of a turn from Ancestral Life.
Roasibry the halfling performs a melee critical strike against Gonk!
Roasibry the halfling performs a melee critical strike against Gonk!
Roasibry the halfling's spell attains critical power!
Roasibry the halfling hits Gonk for 25 physical, 22 physical, 26 fire (73 total damage).
Melee retaliation hits Roasibry the halfling for 4 nature, 4 nature (7 total damage).
Gonk receives 170 healing.
Deep Wound from Thought-forged bowman hits Gonk for 13 physical damage.
Roasibry the halfling is moving less freely.
Ricirre the halfling uses Slime Spit.
Gonk uses Infusion: Regeneration.
Gonk starts regenerating health quickly.
Roasibry the halfling performs a melee critical strike against Gonk!
Melee retaliation hits Roasibry the halfling for 4 nature, 4 nature (8 total damage).
Roasibry the halfling hits Gonk for 40 physical, 12 physical, 16 fire (68 total damage).
Atrelco the human uses Dream Smith's Hammer.
Talent Tornado is ready to use.
Atrelco the human converts some damage to Psi!
Atrelco the human mentally dismisses some damage!
Deep Wound from Thought-forged bowman hits Gonk for 13 physical damage.
Melee retaliation hits Atrelco the human for (2 dismissed), 1 to psi, 1 nature (2 total damage).
Atrelco the human hits Gonk for 29 physical, 8 cold (36 total damage).
Ricirre the halfling's awareness returns to normal.
Ricirre the halfling's Slime Spit hits Gonk for 168 nature damage.
Ricirre the halfling uses Acidbeam.
Ricirre the halfling hits Gonk for 126 acid damage.
Gonk the level 21 cornac wyrmic was scalded to death by Ricirre the halfling on level 1 of Ambush!.