Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Higher |
Class | Rogue |
Level / Exp | 16 / 30% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 44 (base 43) |
Dexterity | 44 (base 43) |
Constitution | 48 (base 43) |
Magic | 47 (base 43) |
Willpower | 63 (base 43) |
Cunning | 51 (base 43) |
Resources
Life | 2536/2536 |
Stamina | 372/372 |
Equilibrium | 0 |
Healing Factor | 1.2614678899083 |
Regeneration | 41.81766055046 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +75% |
Spell | +200% |
Global | +175% |
Vision
Sight | 15 |
Lite | 5 |
Infravision | 13 |
See Stealth | 73.13174240649 |
See Invisible | 73.13174240649 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 75 |
Accuracy | 62 |
Crit Chance | 41% |
APR | 47 |
Speed | 0.33 |
Offense: Offhand
Damage | 56 |
Accuracy | 62 |
Crit Chance | 42% |
APR | 49 |
Speed | 0.33 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 14% |
Speed | 0.33333333333333 |
Cooldown Reduction | 29.25 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 14% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +36% |
Blight | +30% |
Arcane | +30% |
Cold | +30% |
All | 0% |
Mind | +30% |
Lightning | +40% |
Light | +30% |
Temporal | +30% |
Physical | +30% |
Darkness | +30% |
Fire | +35% |
Nature | +30% |
Offense: Damage Penetration
Acid | +30% |
Blight | +30% |
Arcane | +30% |
Cold | +30% |
Lightning | +30% |
Darkness | +30% |
Light | +30% |
Temporal | +30% |
Physical | +30% |
Mind | +30% |
Fire | +30% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 52 (100%) |
Defense | 55 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 91 |
Spell Save | 95 |
Mental Save | 94 |
Defense: Resistances
Acid | + 63%(100%) |
Blight | + 58%(100%) |
Arcane | + 62%(100%) |
Cold | + 63%(100%) |
All | + 40%(100%) |
Mind | + 58%(100%) |
Lightning | + 83%(100%) |
Light | + 58%(100%) |
Temporal | + 58%(100%) |
Physical | + 58%(100%) |
Darkness | + 58%(100%) |
Fire | + 69%(100%) |
Nature | + 58%(100%) |
Defense: Immunities
Fear Resistance | 60% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (2/3)
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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Cunning / Artifice | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Precise Strikes |
talent | Volatile Poison |
talent | Numbing Poison |
talent | Blade Flurry |
talent | Lacerating Strikes |
talent | Trained Reactions |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 96 - 134 Accuracy: 77 (knife) APR: 51 Crit Chance: +62% Crit mult: 198% Uses Stats: 50% Cun, 70% Dex |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You failed to protect the lost sun paladin from death by giant red ant. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Yvuma (5 def, 4 armour) Yvuma (5 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +3 Mag / +5 Con Changes damage: +6% acid Grants telepathy: Dragon Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) It can be used to activate talent Flamespit (costing 4 power out of 24/24) : Effective talent level: 3.0 Power cost: 4 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 100.21 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
On head | The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 9 power out of 45/45) : Effective talent level: 2.4 Power cost: 9 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 29% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 22%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | psionicist's copper ring of lightning (+20%) psionicist's copper ring of lightning (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +6 (+1 eff.) Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
In main hand | steel longsword of dampening (113% power, 3 apr) steel longsword of dampening (113% power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 113% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% acid / +8% fire / +7% lightning / +8% cold Spell save: +8 (+1 eff.) Sharp, long, and deadly. |
In off hand | iron dagger (101% power, 5 apr) iron dagger (101% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
Main armor | rejuvenating hardened leather armour (3 def, 6 armour) rejuvenating hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Life regen: +2.90 Stamina each turn: +0.70 A suit of armour made of leather. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
iron dagger (98% power, 5 apr) iron dagger (98% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
iron waraxe (102% power, 2 apr) iron waraxe (102% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
Betorawyn the Shimmerwolf (2 def, 3 armour) Betorawyn the Shimmerwolf (2 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Changes stats: +2 Cun Changes resistances penetration: +10% lightning Psi when hit: +0.12 Mental crit. chance: +2% 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 of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap 'Forestshine' (0 def, 1 armour) rough leather cap 'Forestshine' (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature / +5% blight Changes resistances penetration: +20% nature Changes damage: +18% nature Light radius: +1 A cap made of leather. |
high-capacity quiver of elm arrows (28/28, 104% power, 5 apr) high-capacity quiver of elm arrows (28/28, 104% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 105% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 28 When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
5 agate 5 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. |
aquamarine 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 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: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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 (3/3) Rod of Recall (3/3)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 101 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
pouch of iron shots (14/14, 115% power, 1 apr) pouch of iron shots (14/14, 115% power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 115% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 14 Shots are used with slings to pummel your foes to death. |
2 amethyst 2 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. |
ametrine 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. |
2 citrine 2 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. |
zircon 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. |
Achievements
By Rogue for Hire the Higher Rogue level 14
5th Mirth 122nd year of Ascendancy at 03:15 see stats
By Rogue for Hire the Higher Rogue level 16
26th Haze 122nd year of Ascendancy at 12:17 see stats
By Rogue for Hire the Higher Rogue level 15
55th Dusk 122nd year of Ascendancy at 00:41 see stats
By Rogue for Hire the Higher Rogue level 9
3rd Mirth 122nd year of Ascendancy at 10:59 see stats
By Rogue for Hire the Higher Rogue level 14
5th Mirth 122nd year of Ascendancy at 03:25 see stats
By Rogue for Hire the Higher Rogue level 10
3rd Mirth 122nd year of Ascendancy at 20:08 see stats
By Rogue for Hire the Higher Rogue level 15
10th Flare 122nd year of Ascendancy at 09:27 see stats
By Rogue for Hire the Higher Rogue level 15
20th Dusk 122nd year of Ascendancy at 06:20 see stats
By Rogue for Hire the Higher Rogue level 14
5th Mirth 122nd year of Ascendancy at 03:15 see stats
By Rogue for Hire the Higher Rogue level 15
9th Flare 122nd year of Ascendancy at 02:59 see stats
By Rogue for Hire the Higher Rogue level 4
75th Pyre 122nd year of Ascendancy at 17:51 see stats
By Rogue for Hire the Higher Rogue level 2
74th Pyre 122nd year of Ascendancy at 22:34 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: dialog is displayed).
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress 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...
Today is the 30th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:46.
Today is the 31st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:51.
Saving done.
Today is the 32nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 33rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:15.
There is a Portal to the Bearscape here (press '' or right click to use).
Today is the 34th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:20.
Ran for 7 turns (stop reason: interesting terrain).
You feel mildly anxious, and walk with caution.
Rogue for Hire deactivates Quickdraw.
Rogue for Hire deactivates Precise Strikes.
Rogue for Hire deactivates Lacerating Strikes.
Rogue for Hire deactivates Trained Reactions.
Rogue for Hire deactivates Blade Flurry.
Rogue for Hire deactivates Numbing Poison.
Rogue for Hire deactivates Volatile Poison.
Rogue for Hire deactivates Apply Poison.