









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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 Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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: White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. |
Campaign | Maj'Eyal |
Mode | Madness Semi-Roguelike (mild) |
Sex | Male |
Race | Shalore |
Class | White Monk |
Level / Exp | 25 / 21% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 25 on the 10th Dusk 122nd year of Ascendancy at 07:50 / 1 |
Primary Stats
Strength | 28 (base 12) |
Dexterity | 57 (base 32) |
Constitution | 20 (base 10) |
Magic | 18 (base 10) |
Willpower | 55 (base 49) |
Cunning | 50 (base 45) |
Resources
Life | -8/731 |
Stamina | 205/294 |
Healing Factor | 1.075 |
Regeneration | 8.11625 |
Speed
Mental | +4.8183306406079% |
Attack | 0% |
Movement | +45.636661281216% |
Spell | 0% |
Global | +150.4% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 28.894014938291 |
See Invisible | 28.894014938291 |
Offense: Barehand
Damage | 107 |
Accuracy | 63 |
Crit Chance | 39% |
APR | 13 |
Speed | 0.95 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Lightning | +3% |
Nature | +5% |
Darkness | +6% |
Physical | +10% |
Fire | +4% |
All | 0% |
Offense: Damage Penetration
Acid | +35% |
Fire | +25% |
Darkness | +25% |
Defense: Base
Armour (hardiness) | 21.969891412706 (76.987013568881%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 46 |
Mental Save | 50 |
Defense: Resistances
Cold | + 36%( 70%) |
Lightning | + 27%( 70%) |
Light | + 28%( 70%) |
Temporal | + 29%( 70%) |
Blight | + 26%( 70%) |
Physical | + 31%( 70%) |
Fire | + 58%( 70%) |
All | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 49% |
Instadeath Resistance | 100% |
Pinning Resistance | 28% |
Poison Resistance | 26% |
Knockback Resistance | 28% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 158 damage for 3 turns. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Agile Combatant | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Black Belt | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Technique / Transcending | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mending | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Rending | 2.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Martial Arts | 2.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Fending | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost soldier to the recall portal on level 3 of Scintillating Caves. Escort: lost soldier (level 3 of Scintillating Caves)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsMarus 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 xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +5% acid On-Hit (Melee): * 20% chance to slow global speed by 52% * 10% chance to reduce armor by 20% defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) On-Hit 6 fire Damage +4% fire defense ------ Armor +2 Fatigue +3% Resistance +5% fire Unarmed combat: Weapon Damage 129% Range: 1.0x-1.4x Uses 60% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +9 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex offense ------ Damage +3% darkness +12% acid Ignore resists +10% acid +25% fire defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 13 turn cooldown Effective talent level: 4.5 Power cost 13 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 103.3 Physical damage. If the attack hits, the target is confused (40% effect) for 6 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Str +2 Dex +3 Mag +3 Wil offense ------ Ignore resists +10% acid defense ------ Resistance +6% light Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 10 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Mag +2 Cun offense ------ Damage +10% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +10% physical Crit Resistance 15.00% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% fire +11% cold Amulets make your neck look great! |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Str +1 Mag +1 Cun +10 Con offense ------ Damage +5% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 21% defense ------ Resistance +6% fire +7% all Poison Resist +26% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Mag offense ------ Damage +3% darkness Ignore resists +25% darkness When Hit 10 fire On-Hit (Melee): * 10% chance to reduce damage dealt by 21% defense ------ Resistance +5% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +1 Cun offense ------ Physical Power +10 (+3 eff.) Accuracy +4 (+1 eff.) Ignore Armor +4 When Hit 10 physical defense ------ Defense +1 (+0 eff.) Resistance +12% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% lightning Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 20% * 10% chance to reduce strength, dexterity, and constitution by 11 defense ------ Resistance +3% blight +6% fire +6% cold A belt that goes around your waist. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 41 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 498% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: offense ------ Damage +6% acid +18% light Ignore resists +25% light +10% cold defense ------ Resistance +13% blight +12% nature +6% light Poison Resist +21% Disease Resist +22% Amulets make your neck look great! |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego++] Master Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Ignore resists +6% physical Accuracy +6 (+1 eff.) Ignore Armor +6 One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +8 mind While equipped: Stats +6 Cun offense ------ Mindpower +20 (+7 eff.) other ------- EQ when Hit +0.12 Sharp, short and deadly. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +6% darkness +12% cold Ignore resists +10% lightning +25% darkness +10% nature On-Hit (Melee): * 10% chance to slow global speed by 52% * 20% chance to reduce damage dealt by 21% defense ------ Resistance +18% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +15% mind defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +34.00 Life Regen +4.10 Healmod +10% other ------- Psi when Hit +0.28 A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life Regen +2.40 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
![]() 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. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Resistance +6% light +6% darkness A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +1 Mag +2 Wil defense ------ Defense +1 (+0 eff.) Spell save +6 (+2 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +15% fire +6% cold other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 88% Range: 1.0x-1.1x Uses 60% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 125% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit 3 Flamespit: Effective talent level: 4.5 Power cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 60.57 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 6 mind Damage +3% acid +9% fire +4% mind defense ------ Armor +1 Fatigue +1% Resistance +6% mind +6% cold Crit Resistance 10.00% Disarm Resist +20% Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 60% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On-crit, radius 2 +7 mind On Hit: 20% Psychic Lobotomy 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +10% lightning defense ------ Defense +1 (+0 eff.) Resistance +15% lightning other ------- Psi/turn +0.11 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.11 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +1 Defense +20 (+6 eff.) Fatigue +1% Resistance +6% fire Life +20.00 Healmod +5% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cap made of leather. |
![]() 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+2 eff.) Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +1.0% Damage +6% nature defense ------ Armor +2 Resistance +11% nature +6% lightning Healmod +10% Blind Resist +10% other ------- Stamina/turn +3.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 19 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Armor +4 Resistance +6% darkness Stun Resist +10% Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 13 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: Stats +1 Mag offense ------ Critical power +10.00% Ignore resists +5% arcane defense ------ Resistance +5% arcane Spell save +9 (+3 eff.) Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 13 turn cooldown 100% to heal for 59. 100% to reduce fatigue by 28% for 2 turns. 100% to gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Kote the Monk the Shalore White Monk level 10
79th Pyre 122nd year of Ascendancy at 19:53 see stats
By Kote the Monk the Shalore White Monk level 20
7th Dusk 122nd year of Ascendancy at 13:43 see stats
By Kote the Monk the Shalore White Monk level 24
10th Dusk 122nd year of Ascendancy at 07:00 see stats
By Kote the Monk the Shalore White Monk level 16
3rd Summertide 122nd year of Ascendancy at 10:38 see stats
Log
Measured Blows performs a melee critical strike against Isletta the war bear!
Kote the Monk gains an extra blow!
Measured Blows performs a melee critical strike against Isletta the war bear!
Isletta the war bear's is vulnerable to attacks and effects!
Isletta the war bear is weakened by the darkness!
Isletta the war bear slows down.
Kote the Monk breathes fire!
Isletta the war bear is pinned to the ground.
Something reflects damage back to Kote the Monk!
Elemental Surge hits Isletta the war bear for 194 physical damage.
Measured Blows hits Isletta the war bear for 157 physical, 5 fire, 57 physical, 7 fire, 276 physical, 5 fire, 57 physical, 7 fire (574 total damage).
Kote the Monk hits Isletta the war bear for 270 physical, 238 physical, 5 fire, 57 physical, 7 fire, 5 fire, 57 physical, 7 fire (649 total damage).
Pummel hits Isletta the war bear for 145 physical, 5 fire, 57 physical, 7 fire, 183 physical, 5 fire, 57 physical, 7 fire (469 total damage).
Something hits Kote the Monk for 216 reflected damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Kote the Monk uses Far Fist.
Isletta the war bear has been set up!
Kote the Monk performs a melee critical strike against Isletta the war bear!
You collect a new ingredient: bear paw (1).
Kote the Monk gains an extra blow!
Measured Blows performs a melee critical strike against Isletta the war bear!
Measured Blows performs a melee critical strike against Isletta the war bear!
Kote the Monk performs a melee critical strike against Something!
Kote the Monk feels vitality spring from within!
Kote the Monk gains an extra blow!
Kote the Monk gains an extra blow!
Kote the Monk performs a melee critical strike against Something!
Kote the Monk gains an extra blow!