














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Additional Combat Details 1.7.6Additional Combat Details (non-intrusive)
This addon provides a compact, non-intrusive display of detailed combat information. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons while giving a clearer, turn-by-turn narrative of what happened during combat. Features- Shows to-hit-chance for players and enemies: (50 + 2,5 * ( attacker_accuracy - defender_defense))
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-additional-combat-details. Version History
1.0.0 Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Items Vault 1.7.6Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Zero's Arena Reminder 1.7.4A quick and easy mod to remind you to get your hind quarters to Derth if you haven't already by level 13! 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 Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 27 / 45% |
| Size | big |
| Lifes / Deaths | Killed by Horned Horror at level 16 on the 59th Dusk 122nd year of Ascendancy at 14:19 3 / 3Killed by Voralaith the blue jelly at level 17 on the 69th Dusk 122nd year of Ascendancy at 10:52 Killed by Rantha the Worm at level 18 on the 5th Haze 122nd year of Ascendancy at 15:53 |
| Antimagic | Follower |
Primary Stats
| Strength | 45 (base 14) |
| Dexterity | 75 (base 56) |
| Constitution | 53 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 94 (base 53) |
Resources
| Life | 848/848 |
| Stamina | 186/186 |
| Healing Factor | 1.29457841929 |
| Regeneration | 12.841380485021 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 8 |
| Lite | -998 |
| Infravision | 9 |
| See Stealth | 48.521131486849 |
| See Invisible | 48.521131486849 |
| Stealth | 64 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 62 |
| Crit Chance | 115% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 62 |
| Crit Chance | 117% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 95% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 90% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +15% |
| Physical | +7% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +30% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35 (49.007671158813%) |
| Defense | 54 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 52 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Physical | + 4%( 70%) |
| Mind | + 18%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 28%( 80%) |
| Light | + 30%( 70%) |
| Temporal | + 9%( 70%) |
| Fire | + 16%( 70%) |
| Lightning | + 23%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -192 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 192 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 858% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 233 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Numbing Poison |
| talent | Insidious Poison |
| beneficial effect | The target's luck and cunning combine to grant it 58% higher critical chance and 58 saves. Halflings's Luck |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.7 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 7 Net Damage: 127 - 178 Accuracy: 78 (knife) APR: 23 Crit Chance: +117% Crit mult: 205% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 38% chance to deflect up to 23 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Cunning by +5. | 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 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning 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 spell save by +12. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+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 Horned Horror. * 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 Possessed. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 32. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. * You've found the needed hummerhorn wing. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bear paw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You 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! | 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 | Salarida (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +4 Cun +13 Con dps ---------- Dmg.mod +7% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Armour +5 Fatigue +4% ---------- misc Infravis +2 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Silivena'1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +3 Dex +2 Cun ----- def ----- Resists +6% acid Die.at -80.00 life Max.HP +45.00 ---------- misc Stam/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 33 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| On hands | Glitterquarry the hardened leather gloves (5 def, 4 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +1 Con dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +5% Crit.mult +7.00% Acc +7 (+2 eff.) ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +3% light +6% fire Crit.chn- 5.00% Phys.save +19 (+5 eff.) Spell.save +5 (+1 eff.) Mind.save +9 (+3 eff.) Disarm- +44% Teleport- +20% Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +7.0% Atk.spd 100% Melee+ +4 physical On Hit: 10% Juggernaut 1 On Hit: 10% Perfect Control 3 On Crit: 20% Cripple 3 Juggernaut: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Xynn the Skypierce [power 105] (21 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Resists +6% lightning ---------- misc Infravis +2 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 229 Base Damage: 110 Armor: 3 All Resist: 4 Puts all charms on 21 cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun ring 'Glinttide'0.1 T5 ring jewelry [Rare] Master While equipped: Stats +6 Cun +5 Str dps ---------- Res.pen +10% light ----- def ----- Armour +10 Resists +6% acid +6% light Crit.chn- 15.00% Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 11.09 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Furnacebreacher the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +9 Con dps ---------- Crit.mult +15.00% Mov.spd +10% ----- def ----- Fatigue -6% Resists +6% fire HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.hate +4.00 Max.psi +50.00 Amulets make your neck look great! |
| In main hand | Eremesarab the stralite dagger (35-46 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Master/Psionic Power 35.0 - 45.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 darkness Against +10% Living On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Wil +3 Con dps ---------- Phys.crit +9.0% Phys.pwr +8 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% lightning +3% light Sharp, short and deadly. |
| Around waist | hardened leather belt 'Lightningradiance'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Cun +4 Str dps ---------- Dmg.mod +6% mind Res.pen +15% lightning ----- def ----- Resists +8% lightning +5% temporal +6% mind Crit.chn- 10.00% ---------- misc Infravis +2 A belt that goes around your waist. |
| In off hand | voratun dagger 'Manustir' (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Disrupt Power 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Against +20% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +5 Cun dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +9% mind Phys.save +6 (+2 eff.) Sharp, short and deadly. |
| Cloak | Fogserpent of the Blightspawn (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Mag +3 Cun +3 Con dps ---------- Acc +5 (+1 eff.) Apr +7 On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 6 * 25% chance to reduce damage dealt by 20% ----- def ----- Defense +2 (+1 eff.) Resists +3% acid Phys.save +10 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
wild infusion of the duelist (res 32%; physical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (210.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 210.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
arcing dwarven-steel waraxe (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
self-loading pouch of iron shots (18/18, 12-15 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 12.5 - 15.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Rld cld 5 Shots are used with slings to pummel your foes to death. |
verdant cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +14% nature ----- def ----- Resists +11% all Poison- +31% Disease- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Olarerath the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +2% physical Die.at -20.00 life ---------- misc Light +3 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kolach the Flamespawn (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Acc +5 (+1 eff.) Melee Ret 6 physical ----- def ----- Armour +6 Fatigue +3% Resists +3% physical +6% fire ---------- misc Max.stam +20.00 Infravis +2 A cap made of leather. |
11 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
9 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. |
9 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. |
7 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. |
7 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. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
143 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. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 82 power out of 100/100 The very essence of bearness! |
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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Classic Rog the Halfling Rogue level 18
73rd Dusk 122nd year of Ascendancy at 07:55 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Classic Rog the Halfling Rogue level 25
15th Regrowth 123rd year of Ascendancy at 08:05 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Classic Rog the Halfling Rogue level 25
24th Regrowth 123rd year of Ascendancy at 09:41 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Classic Rog the Halfling Rogue level 22
78th Haze 122nd year of Ascendancy at 05:24 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Classic Rog the Halfling Rogue level 14
46th Dusk 122nd year of Ascendancy at 17:08 see stats
Exterminator
Killed 1000 creatures.By Classic Rog the Halfling Rogue level 18
3rd Haze 122nd year of Ascendancy at 20:53 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Classic Rog the Halfling Rogue level 25
44th Regrowth 123rd year of Ascendancy at 20:19 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Classic Rog the Halfling Rogue level 25
15th Regrowth 123rd year of Ascendancy at 03:48 see stats
Level 10
Got a character to level 10.By Classic Rog the Halfling Rogue level 10
8th Mirth 122nd year of Ascendancy at 06:39 see stats
Level 20
Got a character to level 20.By Classic Rog the Halfling Rogue level 20
15th Haze 122nd year of Ascendancy at 12:09 see stats
Poisonous
Sided with the assassin lord.By Classic Rog the Halfling Rogue level 20
28th Haze 122nd year of Ascendancy at 01:33 see stats
Size matters
Did over 600 damage in one attack.By Classic Rog the Halfling Rogue level 26
54th Regrowth 123rd year of Ascendancy at 12:27 see stats
That was close
Killed your target while having only 1 life left.By Classic Rog the Halfling Rogue level 27
60th Regrowth 123rd year of Ascendancy at 17:01 see stats
The Arena
Unlocked Arena mode.By Classic Rog the Halfling Rogue level 10
8th Mirth 122nd year of Ascendancy at 06:53 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Classic Rog the Halfling Rogue level 25
15th Regrowth 123rd year of Ascendancy at 08:05 see stats
The secret city
Discovered the truth about mages.By Classic Rog the Halfling Rogue level 10
4th Flare 122nd year of Ascendancy at 14:02 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Classic Rog the Halfling Rogue level 19
13rd Haze 122nd year of Ascendancy at 09:10 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Classic Rog the Halfling Rogue level 20
29th Haze 122nd year of Ascendancy at 16:12 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Classic Rog the Halfling Rogue level 25
15th Regrowth 123rd year of Ascendancy at 04:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Classic Rog the Halfling Rogue level 17
68th Dusk 122nd year of Ascendancy at 12:16 see stats
Log
Classic Rog is no longer attuned.
Talent Coup de Grace is ready to use.
Talent Track is ready to use.
Classic Rog uses Track.
Talent Evasion is ready to use.
Talent Track is ready to use.
Classic Rog uses Track.
Talent Luck of the Little Folk is ready to use.
Rested for 41 turns (stop reason: all resources and life at maximum).
---------- Combat ended after 4 turn(s) ----------
You pickup 0.50 gold pieces.
Ran for 2 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: hostile spotted to the west (ritch larva)).
Classic Rog uses Luck of the Little Folk.
Classic Rog seems more aware.
---------- Combat started ----------
---------- Turn 1 ----------
Classic Rog uses Throwing Knives.
Classic Rog's Throwing Knife HIT, 100% = (50 + 2,5 * (78 - 34)), min=0%, max=100%
Classic Rog's Throwing Knife performs a melee critical strike against Ritch larva!
Ritch larva briefly catches sight of you!
You collect a new ingredient: ritch stinger (1).
Classic Rog receives 11 healing from Bloodcaller.
Classic Rog's Throwing Knife hits Ritch larva for 343 physical damage.
Classic Rog's Throwing Knife killed Ritch larva!
---------- Turn 2 ----------
Saving game...
Saving done.
















































































































