Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Half-Cost Category Mastery 1.3.1 ZOmnibus Addon Pack 1.4.0Combines 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: Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.4.0Official 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:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Embers of Rage 1.4.4Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Pepper Pack 1.4.6Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Improved Auto-explore and Rest 1.4.5Quality 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. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Orcs |
Mode | Normal Exploration |
Sex | Male |
Race | Kruk Bunnymorph |
Class | Bard |
Level / Exp | 14 / 93% |
Size | medium |
Lifes / Deaths | Killed by sun-mage recruit at level 12 on the 36th Retaking 124th year of Ascendancy at 15:37 / 2Killed by sunwall vindicator at level 12 on the 36th Retaking 124th year of Ascendancy at 20:44 |
Primary Stats
Strength | 16 (base 11) |
Dexterity | 16 (base 13) |
Constitution | 8 (base 10) |
Magic | 41 (base 40) |
Willpower | 15 (base 11) |
Cunning | 45 (base 26) |
Resources
Life | 269/269 |
Mana | 78/78 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31.5% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 24 |
Accuracy | 22 |
Crit Chance | 31% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 24% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 19.097153804354 (38%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 2 |
Physical Save | 29 |
Spell Save | 26 |
Mental Save | 33 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Fear Resistance | 30% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: 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 219 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Performer / Tuneslinger | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Cantrips | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Performer / Bardic combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Performer / Electric | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Performer / Tunecrafting | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Archery - slings | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Bunnymorph | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Performer / Bard | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Performer / Wanderer | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Acrobatics | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Performer / Songs | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Gone Electric |
talent | Song of Focus |
talent | Streetwise |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | linen wizard hat of light (+15%) (1 def, 0 armour) linen wizard hat of light (+15%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% light Changes damage: +10% light A pointy cloth hat, very wizardly... |
Tool | iron torque of kinetic psionic shield [power 25] (20 cooldown) iron torque of kinetic psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +4 Str / +4 Cun Changes resistances: +22% darkness / +6% temporal Changes resistances penetration: +5% light / +5% temporal Changes damage: +11% darkness Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | padded hardened leather belt of the mystic padded hardened leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% sound Physical save: +6 (+3 eff.) Mental save: +13 (+7 eff.) Spellpower: +2 (+0 eff.) A belt that goes around your waist. |
In main hand | vocal ash lute (120% power, 2 apr, sound damage) vocal ash lute (120% power, 2 apr, sound damage)Requires: - Willpower 11 - Cunning 16 Infused by psionic forces 5.00 Encumbrance. Type: instrument / lute ; tier 2 It must be held with both hands. Power: 121% Range: 1.4x Uses stats: 20% Wil, 80% Cun Damage type: Sound Mastery: Instrument Mastery Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Physical crit. chance: +9.0% Changes stats: +2 Str / +2 Cun Changes damage: +10% darkness / +10% sound Talent granted: +3 Pluck Strings Mindpower: +6 (+3 eff.) Mental crit. chance: +4% Maximum melody: +23.00 A large string instrument. Blunt, long and deadly. |
Main armor | electric cashmere robe (2 def, 0 armour) electric cashmere robe (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Cun / +1 Mag Changes damage: +8% lightning / +7% sound Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Maximum melody: +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around neck | Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+4 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Inventory
medical injector implant (efficiency 84% / cooldown 78%) medical injector implant (efficiency 84% / cooldown 78%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 84% efficiency and cooldown mod of 78%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 121% / cooldown 96%) medical injector implant of the wizard (efficiency 121% / cooldown 96%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 96%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
sun infusion of the wizard (rad 6; power 43; turns 3; dispells darkness) sun infusion of the wizard (rad 6; power 43; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 43) for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 12%; cure mental, physical) wild infusion of the warrior (resist 12%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (489% speed; 5 turns) movement infusion of the sneak (489% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 489% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 244 for 3 turns) shielding rune of the sneak (absorb 244 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 244 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 115 for 3 turns) shielding rune of the warrior (absorb 115 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 115 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 29) teleportation rune of the titan (range 29)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 29 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel longsword of erosion (115% power, 3 apr) steel longsword of erosion (115% power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 nature / +5 temporal Sharp, long, and deadly. |
hateful iron rapier (103% power, 3 apr) hateful iron rapier (103% power, 3 apr)Requires: - Cunning 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / rapier ; tier 1 Power: 104% Range: 1.4x Uses stats: 40% Dex, 60% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +3 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living This is a bardic weapon. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
iron rapier (102% power, 3 apr) iron rapier (102% power, 3 apr)Requires: - Cunning 11 3.00 Encumbrance. Type: weapon / rapier ; tier 1 Power: 102% Range: 1.4x Uses stats: 40% Dex, 60% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +3 Physical crit. chance: +1.5% Attack speed: 100% This is a bardic weapon. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
iron rapier of erosion (104% power, 3 apr) iron rapier of erosion (104% power, 3 apr)Requires: - Cunning 11 Infused by nature 3.00 Encumbrance. Type: weapon / rapier ; tier 1 Power: 105% Range: 1.4x Uses stats: 40% Dex, 60% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +3 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +6 nature / +6 temporal This is a bardic weapon. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
steel rapier (105% power, 4 apr) steel rapier (105% power, 4 apr)Requires: - Cunning 16 3.00 Encumbrance. Type: weapon / rapier ; tier 2 Power: 106% Range: 1.4x Uses stats: 40% Dex, 60% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.0% Attack speed: 100% This is a bardic weapon. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
balanced iron dagger of erosion (100% power, 5 apr) balanced iron dagger of erosion (100% power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 nature / +5 temporal This is a bardic weapon. When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +4 (+2 eff.) Disarm immunity: +17% Sharp, short and deadly. |
sonic iron dagger (102% power, 9 apr) sonic iron dagger (102% power, 9 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 102% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 sound This is a bardic weapon. When wielded/worn: Changes resistances: +4% sound Sharp, short and deadly. |
sonic vined mindstar (85% power, 18 apr, nature damage) sonic vined mindstar (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 sound Changes resistances: +2% sound Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Talosis' Counterpoint Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
cured leather sling cured leather slingRequires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots of erosion (23/23, 121% power, 2 apr) pouch of steel shots of erosion (23/23, 121% power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 23 Damage (Ranged): +9 nature / +6 temporal Shots are used with slings to pummel your foes to death. |
linen robe of nature (+15%) (0 def, 0 armour) linen robe of nature (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% nature Changes damage: +10% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
spiked rough leather armour of fire resistance (1 def, 2 armour) spiked rough leather armour of fire resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% fire A suit of armour made of leather. |
rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +23 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
bladed rough leather hat of constitution (+3) (0 def, 1 armour) bladed rough leather hat of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +2 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 27.6 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
grounding hardened leather hat of strength (+2) (0 def, 3 armour) grounding hardened leather hat of strength (+2) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str Changes resistances: +5% lightning / +6% temporal A hat made of leather. Very stylish. |
Relian Garland (0 def, 0 armour) Relian Garland (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes damage: +10% nature Mental save: +5 (+3 eff.) Mindpower: +5 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Sleeping Spores (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Release spores into the area to put nearby enemies to sleep for 2 turns. At first you thought it was flower arrangement, but it is designed to worn on your head?! The scent from the tropical flowers makes you feel focussed and sleepy at the same time. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 299/400. 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. |
iron torque of kinetic psionic shield [power 25] (20 cooldown) iron torque of kinetic psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of thermal psionic shield [power 75] (28 cooldown) supercharged steel torque of thermal psionic shield [power 75] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 75 for 7 turns, putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of charged psionic shield [power 75] (20 cooldown) dwarven-steel torque of charged psionic shield [power 75] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 75 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
ash flute of erosion (102% power, 3 apr, sound damage) ash flute of erosion (102% power, 3 apr, sound damage)Requires: - Dexterity 11 - Cunning 16 Infused by nature 1.00 Encumbrance. Type: instrument / flute ; tier 2 Power: 102% Range: 1.2x Uses stats: 30% Dex, 60% Cun Damage type: Sound Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 nature / +9 temporal This instrument will act as a bashing device. When wielded/worn: Changes resistances: +6% sound Mental save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. Uses dagger mastery. |
elm harp (6.5 melee - 5.5 ranged sound damage) elm harp (6.5 melee - 5.5 ranged sound damage)Requires: - Cunning 11 2.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Damage (Melee): 6 sound Damage (Ranged): 6 sound Talent granted: +1 Pluck Strings Mental save: +2 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A small string instrument. |
ash harp of clarity (9.5 melee - 9 ranged sound damage) ash harp of clarity (9.5 melee - 9 ranged sound damage)Requires: - Cunning 16 Infused by psionic forces 2.00 Encumbrance. Type: instrument / harp ; tier 2 When wielded/worn: Damage (Melee): 10 sound Damage (Ranged): 9 sound Talent granted: +2 Pluck Strings Mental save: +9 (+5 eff.) Confusion immunity: +22% Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A small string instrument. |
ash harp of fire (+22%) (9 melee - 9 ranged sound damage) ash harp of fire (+22%) (9 melee - 9 ranged sound damage)Requires: - Cunning 16 Infused by nature 2.00 Encumbrance. Type: instrument / harp ; tier 2 When wielded/worn: Damage (Melee): 9 sound Damage (Ranged): 9 sound Changes resistances: +22% fire Changes damage: +11% fire Talent granted: +2 Pluck Strings Mental save: +3 (+2 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A small string instrument. |
humming ash harp (9.5 melee - 9.5 ranged sound damage) humming ash harp (9.5 melee - 9.5 ranged sound damage)Requires: - Cunning 16 Infused by psionic forces 2.00 Encumbrance. Type: instrument / harp ; tier 2 When wielded/worn: Damage (Melee): 10 sound Damage (Ranged): 10 sound Talent granted: +2 Pluck Strings Mental save: +3 (+2 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Melody each turn: +0.10 Maximum melody: +12.00 A small string instrument. |
insidious ash lyre (100% power, 2 apr, sound damage) insidious ash lyre (100% power, 2 apr, sound damage)Requires: - Cunning 16 Infused by nature 2.00 Encumbrance. Type: instrument / harp ; tier 2 Power: 100% Range: 1.3x Uses stats: 15% Dex, 75% Cun Damage type: Sound Mastery: Harp Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 insidious poison This instrument will act as a bashing device. When wielded/worn: Talent granted: +2 Pluck Strings Mental save: +3 (+2 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A small string instrument, packs quite a punch. |
quick ash lyre (103% power, 2 apr, sound damage) quick ash lyre (103% power, 2 apr, sound damage)Requires: - Cunning 16 Crafted by a master 2.00 Encumbrance. Type: instrument / harp ; tier 2 Power: 104% Range: 1.3x Uses stats: 15% Dex, 75% Cun Damage type: Sound Mastery: Harp Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.0% Attack speed: 111% This instrument will act as a bashing device. When wielded/worn: Accuracy: +5 (+3 eff.) Changes stats: +1 Dex Talent granted: +2 Pluck Strings Mental save: +3 (+2 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A small string instrument, packs quite a punch. |
ash lute of slime (119% power, 2 apr, sound damage) ash lute of slime (119% power, 2 apr, sound damage)Requires: - Willpower 11 - Cunning 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: instrument / lute ; tier 2 It must be held with both hands. Power: 120% Range: 1.4x Uses stats: 20% Wil, 80% Cun Damage type: Sound Mastery: Instrument Mastery Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Effects when hit in melee: * Slows global speed by 5% Changes damage: +5% nature Talent granted: +3 Pluck Strings Mindpower: +6 (+3 eff.) Mental crit. chance: +4% A large string instrument. Blunt, long and deadly. |
creative ash lute (124% power, 2 apr, sound damage) creative ash lute (124% power, 2 apr, sound damage)Requires: - Willpower 11 - Cunning 16 Infused by psionic forces 5.00 Encumbrance. Type: instrument / lute ; tier 2 It must be held with both hands. Power: 124% Range: 1.4x Uses stats: 20% Wil, 80% Cun Damage type: Sound Mastery: Instrument Mastery Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Changes stats: +5 Cun Talent granted: +3 Pluck Strings Critical mult.: +9.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +4% A large string instrument. Blunt, long and deadly. |
acidic steel singing sword (121% power, 2 apr) acidic steel singing sword (121% power, 2 apr)Requires: - Cunning 11 - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: instrument / singsword ; tier 2 It must be held with both hands. Power: 122% Range: 1.4x Uses stats: 25% Cun, 90% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 sound / +6 acid This is a bardic weapon. When wielded/worn: Mindpower: +3 (+1 eff.) A two-handed sword that converts voice into sound. |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Achievements
By Hare Metal the Kruk Bunnymorph Bard level 13
39th Retaking 124th year of Ascendancy at 04:25 see stats
By Hare Metal the Kruk Bunnymorph Bard level 10
24th Retaking 124th year of Ascendancy at 05:20 see stats
Log
You gain 5.13 gold from the melting of throat-seeking steel steamgun.
You gain 0.50 gold from the melting of ash starstaff (111% power, 3 apr, physical element).
You gain 1.03 gold from the melting of teleportation rune of the psychic (range 38).
You gain 1.30 gold from the melting of heat beam rune (66 fire damage).
There is a Entrance to the Sunwall Outpost here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 41st Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
There is a Way into old ruins in the Erúan desert here (press '' or right click to use).
Today is the 42nd Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
Today is the 43rd Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 44th Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
Today is the 45th Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Today is the 46th Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:18.
Today is the 47th Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 48th Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Hare Metal deactivates Gone Electric.
Hare Metal deactivates Song of Focus.
Hare Metal deactivates Streetwise.