








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 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 | Insane Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 7 / 31% | 
| Size | medium | 
| Lifes / Deaths | Killed by skeleton mage at level 7 on the 1st Mirth 122nd year of Ascendancy at 14:42  / 1 | 
Primary Stats
| Strength | 18 (base 12) | 
| Dexterity | 13 (base 13) | 
| Constitution | 18 (base 12) | 
| Magic | 14 (base 14) | 
| Willpower | 12 (base 12) | 
| Cunning | 35 (base 30) | 
Resources
| Life | -1/227 | 
| Mana | 158/158 | 
| Stamina | 103/123 | 
| Psi | 92/102 | 
| Healing Factor | 1.0711363549267 | 
| Regeneration | 2.4100567985851 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 28.508560162218 | 
| See Invisible | 34.508560162218 | 
Offense: Barehand
| Damage | 24 | 
| Accuracy | 22 | 
| Crit Chance | 10% | 
| APR | 1 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 22 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| Arcane | +10% | 
| Lightning | +10% | 
| Cold | +6% | 
| Darkness | +3% | 
Defense: Base
| Armour (hardiness) | 5 (35.65183292883%) | 
| Defense | 24 | 
| Ranged Defense | 24 | 
| Fatigue | 0 | 
| Physical Save | 24 | 
| Spell Save | 9 | 
| Mental Save | 21 | 
Defense: Resistances
| All | + 7%( 70%) | 
Defense: Immunities
| Disarm Resistance | 21% | 
| Stun Resistance | 22% | 
| Pinning Resistance | 21% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 23% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 heal yourself for 100 life over 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 678% for 10 turns (17 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
Class Talents
| Technique / Pugilism | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Magical combat | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Finishing moves | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Air | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Psi-fighting | 1.00 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Unarmed training | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
Quests
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 | 
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained!  | active | 
Equipment
| Tool |  Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
| Psionic focus |  cruel elm magestaff of might (100% power, 2 apr, lightning element)5.0 T1 staff 1H weapon [Ego] Arcane/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 90% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  shimmering linen robe of protection (2 def, 2 armour)2.0 T1 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +7% all Phys.save +15 (+7 eff.) ---------- misc Max.mana +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| On head |  Neremina (1 def, 2 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Mind.crit +1% ----- def ----- Armour +2 Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) ---------- misc See.Invis +6 A pointy cloth hat, very wizardly...  | 
| Light source |  brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| Cloak |  linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- 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.  | 
| On fingers |  copper ring 'Darklady'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +6% cold On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +21% Knockbk- +23% Rings make your fingers look great!  | 
| On fingers |  copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great!  | 
Inventory
 shatter afflictions rune of the warrior (absorb 38; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 38 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great!  | 
 copper ring 'Airslice'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% lightning Res.pen +10% lightning +5% fire ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Light +1 Infravis +1 Rings make your fingers look great!  | 
 copper ring 'Chybers'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% ----- def ----- Resists +3% mind Mind.save +5 (+2 eff.) Heal.mod +10% Confus- +21% Rings make your fingers look great!  | 
 savior's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +7 (+3 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great!  | 
 titan's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Phys.save +4 (+2 eff.) Rings make your fingers look great!  | 
 Isloyanor the iron greatmaul (116% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 116% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +7 fire On Hit: * 10% chance to reduce strength, dexterity, and constitution by 13 While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) ---------- misc Max.hate +2.00 Massive two-handed mauls.  | 
 Duathelsaw (130% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 131% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Res.pen +15% darkness Massive two-handed swords.  | 
 mighty elm longbow of fire4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +14% fire Longbows are used to shoot arrows at your foes.  | 
 steady elm longbow of fire4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 fire While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% fire Acc +9 (+4 eff.) Longbows are used to shoot arrows at your foes.  | 
 iron mace of massacre (114% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly.  | 
 hateful iron steamsaw of lightning resistance (+17%) (97% power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Psionic/Steamtech Power 97% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Melee+ +7 darkness Against +5% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +17% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of rough leather boots 'Demonstreak' (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% darkness +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather.  | 
 Yvarewe the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +5% fire +6% cold Mind.save +6 (+3 eff.) A hat made of leather. Very stylish.  | 
 iron helm 'Unrarek' (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Mag dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/turn +1.00 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 cleansing rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% blight +11% nature +16% acid A suit of armour made of leather.  | 
 prismatic rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% fire +10% light +10% darkness A suit of armour made of leather.  | 
 Baryfast (0 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Master While equipped: Stats +3 Cun dps ---------- Melee Ret 2 acid ----- def ----- Armour +13 Fatigue +22% ---------- misc See.Invis +12 A suit of armour made of metal plates.  | 
 Woeclamor the iron plate armour (15 def, 9 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +9 Defense +15 (+7 eff.) Fatigue +22% Resists +5% mind Mind.save +11 (+5 eff.) A suit of armour made of metal plates.  | 
 98 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.  | 
 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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.  | 
 Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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.  | 
 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.  | 
 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.  | 
Achievements
Log
Skeleton mage misses PunchoTheClown.
PunchoTheClown stops regenerating health quickly.
PunchoTheClown's Beyond the Flesh performs a melee critical strike against Skeleton mage!
Skeleton mage shrugs off the effect 'Numbing Darkness'!
PunchoTheClown's Beyond the Flesh hits Skeleton mage for 16 physical damage.
PunchoTheClown throws two quick punches.
Skeleton mage misses PunchoTheClown.
PunchoTheClown hits Skeleton mage for 25 physical, 26 physical (51 total damage).
PunchoTheClown's Beyond the Flesh hits Skeleton mage for 9 physical damage.
Skeleton mage casts Manathrust.
Skeleton mage casts Manathrust.
Skeleton mage hits PunchoTheClown for (6 flat reduction), 84 arcane (84 total damage).
Skeleton mage hits Skeleton mage for 95 arcane damage.
Skeleton mage hits Skeleton mage for 95 arcane damage.
Skeleton mage hits PunchoTheClown for (6 flat reduction), 82 arcane (82 total damage).
PunchoTheClown's Beyond the Flesh hits Skeleton mage for 12 physical damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
PunchoTheClown uses Infusion: Wild.
PunchoTheClown lessens the pain.
You collect a new ingredient: skeleton mage skull (1).
PunchoTheClown hits Skeleton mage for 25 physical damage.
PunchoTheClown killed Skeleton mage!
Skeleton mage casts Flame.
Skeleton mage's Flame hits PunchoTheClown for (6 flat reduction), 50 fire (50 total damage).
PunchoTheClown the level 7 cornac adventurer was fried to death by a skeleton mage on level 2 of Ruins of Kor'Pul.








































































