










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Weapon Schematics for Tinkers at Birth 1.5.5 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. Store Restocker 1.5.5Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Ashes of Urh'Rok 1.6.0Official 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:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality 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. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Items Vault 1.6.0Donators/Buyers bonus! 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. ZOmnibus Addon Pack 1.6.0Possessor Bonus Class 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Showing Items Tier in Inventory 1.6.0This 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 Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 7 / 5% |
| Size | small |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 7 on the 79th Pyre 122nd year of Ascendancy at 15:08 / 1 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 36 (base 26) |
| Constitution | 12 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 34 (base 26) |
Resources
| Life | -99/225 |
| Stamina | 45/108 |
| Healing Factor | 1.1164835164835 |
| Regeneration | 41.00843956044 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 39 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 39 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
Defense: Base
| Armour (hardiness) | 4 (64.692942254812%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 22 |
| Mental Save | 27 |
Defense: Resistances
| Light | + 31%( 70%) |
| All | + 1%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 4/5 |
Effects
| talent | Apply Poison |
| beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 36.48 life per turn. Regeneration |
| beneficial effect | The target has 29% chance to evade melee and ranged attacks and gains 21 defense. Evasion |
| beneficial effect | Parrying melee and ranged attacks: Has a 47% chance to deflect up to 12 damage from the next 1.4 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 5 Net Damage: 42 - 59 Accuracy: 53 (knife) APR: 6 Crit Chance: +20% Crit mult: 187% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
Quests
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On head | [vs. rough leather cap of dexterity (+2) (0 def, 1 armour) (On head)]rough leather cap of dexterity (+2) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +2(-) Dex ----- def ----- Armour +1 (-) Fatigue +1% (-) A cap made of leather. |
| On feet | [vs. pair of rough leather boots (0 def, 1 armour) (On feet)]pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 (-) A pair of boots made of leather. |
| Around waist | [vs. blurring rough leather belt (Around waist)]blurring rough leather belt 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+3 eff.) (-) Stealth +6 (-) A belt that goes around your waist. |
| Main armor | [vs. rough leather armour (3 def, 2 armour) (Main armor)]rough leather armour (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Normal] While equipped: ----- def ----- Armour +2 (-) Defense +3 (+1 eff.) (-) Fatigue +6% (-) A suit of armour made of leather. |
| In main hand | [vs. acidic iron dagger of massacre (15-19.5 power, 5 apr) (In main hand, 1 of 2)]acidic iron dagger of massacre (15-19.5 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane/Master Power 15.0 - 19.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 (-) Crit +4.0% (-) Atk.spd 100% (-) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. Tap to cycle through comparison choices |
| In off hand | [vs. acidic iron dagger of massacre (15-19.5 power, 5 apr) (In main hand, 1 of 2)]acidic iron dagger of massacre (17-22.1 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane/Master Power 17.0 - 22.1(+2.0 - +2.6) Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 (-) Crit +4.0% (-) Atk.spd 100% (-) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping linen cloak of protection (6 def, 0 armour) (Cloak)]enveloping linen cloak of protection (6 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+2 eff.) (-) Phys.save +5 (+2 eff.) (-) Spell.save +6 (+3 eff.) (-) Mind.save +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15(-) Lite Light Burst (radius 1) Dmg.mod +10%(-) light ----- def ----- Resists +30%(-) light Heal.mod +10% (-) ---------- misc Light +5 (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 145; 14 cd)] (on body)]regeneration infusion (heal 66; 12 cd) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 66 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
magic missile rune (50 arcane damage)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 21 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 50 arcane damage and inflicts Spellshocked for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. acidic iron dagger of massacre (15-19.5 power, 5 apr) (In main hand)]Kor's Fall (10-12 power, 0 apr, darkness element) 5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0(-5.0 - -7.5) Physical Uses 110% Mag Acc+ +2.5% proc dam (max 250%) Apr +0 (-5) Crit +1.5% (-2.5%) Atk.spd 100% (-) On Crit: - Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 58.26 physical damage to all targets in a line. Each target takes an additional 30% damage for each magical debuff they are afflicted with. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
[vs. acidic iron dagger of massacre (15-19.5 power, 5 apr) (In main hand)]earthen ash magestaff of warding (15-18 power, 3 apr, lightning element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0(+0.0 - -1.5) Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +3 (-2) Crit +3.0% (-1.0%) Atk.spd 100% (-) On Crit: - Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +7 Hardiness +2% Defense +4 (+1 eff.) Phys.save +3 (+2 eff.) ---------- misc Wards +2 lightning Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
[vs. acidic iron dagger of massacre (15-19.5 power, 5 apr) (In main hand)]acidic iron battleaxe (15-22.5 power, 1 apr) 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Ego] Arcane Power 15.0 - 22.5(+0.0 - +3.0) Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +1 (-4) Crit +4.5% (+0.5%) Atk.spd 100% (-) On Crit: - Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
[vs. acidic iron dagger of massacre (15-19.5 power, 5 apr) (In main hand)]iron greatsword of daylight (15.5-24.8 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane Power 15.5 - 24.8(+0.5 - +5.3) Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 (-4) Crit +2.5% (-1.5%) Atk.spd 100% (-) Melee+ +9 light Against +9% Undead On Crit: - Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
[vs. acidic iron dagger of massacre (15-19.5 power, 5 apr) (In main hand)]iron greatsword of persecution (19-30.4 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Disrupt Power 19.0 - 30.4(+4.0 - +10.9) Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 (-4) Crit +2.5% (-1.5%) Atk.spd 100% (-) Against +7% Unnatural On Crit: - Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +2 Wil Massive two-handed swords. |
[vs. acidic iron dagger of massacre (15-19.5 power, 5 apr) (In main hand)]iron mace (12.5-17.5 power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Normal] Power 12.5 - 17.5(-2.5 - -2.0) Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 (-3) Crit +0.5% (-3.5%) Atk.spd 100% (-) On Crit: - Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Blunt and deadly. |
[vs. acidic iron dagger of massacre (15-19.5 power, 5 apr) (In main hand)]acidic steel waraxe of vileness (14.5-20.3 power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 14.5 - 20.3(-0.5 - +0.8) Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 (-2) Crit +4.0% (-) Atk.spd 100% (-) Melee+ +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 6 On Crit: - Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
[vs. acidic iron dagger of massacre (15-19.5 power, 5 apr) (In main hand, 1 of 2)]mossy mindstar (2.5-2.75 power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Normal] Nature Power 2.5 - 2.8(-12.5 - -16.8) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 (+7) Crit +2.5% (-1.5%) Atk.spd 100% (-) On Crit: - Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) 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. Tap to cycle through comparison choices |
[vs. acidic iron dagger of massacre (15-19.5 power, 5 apr) (In main hand)]rough leather sling of cold 4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Apr +0 (-5) Crit +0.0% (-4.0%) Atk.spd 100% (-) Range +6 Ranged+ +6 cold On Crit: - Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +9% cold Slings are used to hurl stones or metal shots at your foes. |
quiver of elm arrows of wind (15/15, 13-18.2 power, 5 apr)3.0 T1 arrow ammo Reqs Dex 11 [Ego] Nature Power 13.0 - 18.2 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 15 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 85 physical damage Arrows are used with bows to pierce your foes to death. |
flaming pouch of iron shots of paradox (19/19, 15-18 power, 1 apr)3.0 T1 shot ammo Reqs Dex 11 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Ranged+ +5 temporal On Hit.r1 +5 fire On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
[vs. acidic iron dagger of massacre (17-22.1 power, 5 apr) (In off hand)]reinforced steel shield of lightning resistance (+15%) (0 def, 7 armour, 62.5 block) 7.0 T2 shield armor Reqs - Shield usage training Str 16 [Ego] Master Apr +0 (-5) Crit +0.0% (-4.0%) Atk.spd inf% (inf%) On Crit: - Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +7 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]focusing linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Psionic While equipped: Stats +4 Wil +4 Mag ----- def ----- Armour +0 (-2) Defense +0 (+0 eff.) (-3 (-1 eff.)) Fatigue +0% (-6%) ---------- misc Mana/turn +0.11 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]iron mail armour of fire resistance (2 def, 4 armour) 14.0 T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Master While equipped: ----- def ----- Armour +4 (+2) Defense +2 (+1 eff.) (-1 (+0 eff.)) Fatigue +12% (+6%) Resists +16% fire A suit of armour made of mail. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. rough leather cap of dexterity (+2) (0 def, 1 armour) (On head)]rough leather cap of dexterity (+2) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +2(-) Dex ----- def ----- Armour +1 (-) Fatigue +1% (-) A cap made of leather. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
The Arena (Roguelike)
Unlocked Arena mode.By HalfRogue the Halfling Rogue level 6
78th Pyre 122nd year of Ascendancy at 02:25 see stats
Log
HalfRogue uses Trap Mastery.
starting trap selection dialog
No changes to trap preparation.
HalfRogue activates a prepared device.
Placing Disarming Trap...
HalfRogue deactivates Stealth.
Armoured skeleton warrior triggers a trap (HalfRogue's disarming trap)!
Armoured skeleton warrior shrugs off the effect 'Disarmed'!
HalfRogue's disarming trap hits Armoured skeleton warrior for (106 absorbed), 0 acid (0 total damage).
HalfRogue uses Dual Strike.
Armoured skeleton warrior resists the vile poison!
Armoured skeleton warrior shrugs off the effect 'Stunned'!
The shield around armoured skeleton warrior crumbles.
HalfRogue hits Armoured skeleton warrior for (17 absorbed), 0 physical, (14 absorbed), 0 light, (21 absorbed), 0 physical, (0 absorbed), 13 light (13 total damage).
Armoured skeleton warrior uses Block.
HalfRogue performs a melee critical strike against Armoured skeleton warrior!
The demonic soul releases a burst of fire around armoured skeleton warrior!
Armoured skeleton warrior shrugs off HalfRogue's 'Acid Splash'!
HalfRogue hits Armoured skeleton warrior for (20 blocked), 9 physical, 14 light, (14 blocked), 0 physical, 14 light (37 total damage).
Demonic Soul hits Armoured skeleton warrior for 9 fire damage.
Armoured skeleton warrior hits HalfRogue for (12 parried), 126 physical (126 total damage).
HalfRogue uses Evasion.
HalfRogue tries to evade attacks.
HalfRogue uses Infusion: Regeneration.
HalfRogue starts regenerating health quickly.
Armoured skeleton warrior performs a melee critical strike against HalfRogue!
Saving game...



















































































