









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Brawler |
Level / Exp | 30 / 54% |
Size | medium |
Lifes / Deaths | Killed by Xyma the crimson ooze at level 30 on the 4th Haze 123rd year of Ascendancy at 07:14 5 / 2Killed by Oozemancer Unlock Run at level 30 on the 4th Haze 123rd year of Ascendancy at 07:19 |
Primary Stats
Strength | 123 (base 60) |
Dexterity | 25 (base 13) |
Constitution | 46 (base 10) |
Magic | 8 (base 10) |
Willpower | 15 (base 10) |
Cunning | 71 (base 56) |
Resources
Life | 864/864 |
Stamina | 200/200 |
Healing Factor | 1.5567804250994 |
Regeneration | 20.082467483782 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
Offense: Barehand
Damage | 101 |
Accuracy | 44 |
Crit Chance | 28% |
APR | 15 |
Speed | 0.80 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Blight | +9% |
Physical | +13% |
Cold | +12% |
All | 0% |
Darkness | +12% |
Temporal | +12% |
Lightning | +30% |
Fire | +27% |
Nature | +11% |
Offense: Damage Penetration
Lightning | +34% |
Cold | +39% |
Blight | +39% |
Acid | +24% |
Mind | +39% |
All | +14% |
Defense: Base
Armour (hardiness) | 61.292304923968 (87.807182003187%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 38 |
Mental Save | 41 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 26%( 70%) |
Physical | + 23%( 70%) |
Cold | + 36%( 70%) |
All | + 12%( 70%) |
Lightning | + 33%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 21%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Pinning Resistance | 31% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Disarm Resistance | 74% |
Stun Resistance | 30% |
Poison Resistance | 10% |
Knockback Resistance | 65% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 343 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 820% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.61 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the worried loremaster from death by The Fragmented Essence of Harkor'Zun. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength 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 |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within12 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +6 Con offense ------ Move Speed +10% Damage +27% fire When Hit 4 fire defense ------ Armor +5 Fatigue -11% Physical save +20 (+7 eff.) Mind save +20 (+6 eff.) Life +56.00 other ------- Encumbrance +30 Stamina/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 125% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
On head | ![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+4 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: Stats +6 Str defense ------ Armor +12 Life +28.00 Disarm Resist +34% Pinning Resist +31% Knockbk Resist +35% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.50 Masteries +0.11 Technique/Unarmed training Amulets make your neck look great! |
Main armor | ![]() 14.0 Encumbrance T4 heavy armor [Rare] Master While equipped: offense ------ Damage +18% lightning +3% nature +12% darkness Ignore resists +10% lightning On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +14 Defense +4 (+3 eff.) Fatigue +12% Resistance +10% acid +12% physical +9% darkness +10% fire +24% lightning +10% cold A suit of armour made of mail. |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +3 Cun offense ------ Damage +12% cold Ignore resists +10% acid +25% cold +25% mind +14% all Ignore Armor +14 On-Hit (Melee): * 20% chance to reduce armor by 13% defense ------ Mind save +12 (+4 eff.) other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% blight +12% temporal defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% acid +14% cold Crit Resistance 10.00% Poison Resist +10% Confus Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +8 Lck offense ------ Damage +12% lightning +3% blight Ignore resists +25% blight +10% lightning defense ------ Resistance +9% blight +3% cold Stealth +8 other ------- Disarm Traps +14 Infravision +4 A belt that goes around your waist. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 5 arcane, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.86 cold and 9.94 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +1 Mag +5 Wil +3 Cun offense ------ Ignore resists +15% fire defense ------ Defense +6 (+4 eff.) Resistance +3% light Crit Resistance 15.00% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life +20.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
![]() 1.0 Encumbrance T1 belt armor [Ego] Disrupt/Master While equipped: offense ------ Physical Power +3 (+0 eff.) defense ------ Resistance +6% acid +6% blight Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +7 Fatigue -2% Resistance +5% arcane Physical save +6 (+2 eff.) Spell save +3 (+2 eff.) Cut Resist +20% other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +6 Cun +2 Dex offense ------ On-Hit 10 fire Damage +6% fire Ignore resists +5% mind Accuracy +7 (+3 eff.) Ignore Armor +9 When Hit 4 mind When Hit: * 20 arcane resource burn * 32% chance to reduce strength, dexterity, and constitution by 5 * 28% chance to reduce damage dealt by 17% defense ------ Armor +2 Resistance +5% fire +6% nature +9% mind Spell save +14 (+5 eff.) Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +11 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +8 fire On Hit: 10% Fire Breath level 3 On Hit: 15% Perfect Strike level 3 On Hit: * 21 arcane resource burn Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Dex +5 Mag +3 Con offense ------ Damage +3% arcane +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +2 Physical save +26 (+9 eff.) Spell save +8 (+3 eff.) Mind save +7 (+2 eff.) Disarm Resist +45% Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-hit +4 arcane +18 physical On-crit, radius 2 +7 arcane On Hit: 20% Juggernaut level 2 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ On-Hit 10 acid 13 fire Accuracy +15 (+5 eff.) Ignore Armor +2 When Hit 9 acid 10 fire 8 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% acid +11% fire Crit Resistance 10.00% A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Disrupt While equipped: defense ------ Armor +10 Defense +5 (+3 eff.) Fatigue +12% Resistance +28% nature +30% blight Resist Against +11% Unnatural A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego++] Nature/Master While equipped: defense ------ Armor +18 Defense +5 (+3 eff.) Fatigue +12% Resistance +9% acid +9% physical +9% cold +11% lightning +8% fire Life +47.00 Life Regen +6.00 Healmod +13% A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +12% Life +24.00 Life Regen +3.00 Healmod +11% A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Nature/Master While equipped: Stats +2 Wil defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +11% blight +12% darkness +19% lightning other ------- Light +2 A suit of armour made of mail. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+5 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+5 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Life +20.00 Life Regen +4.00 Disease Resist +10% Stun Resist +10% Knockbk Resist +20% other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Rare] Disrupt While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 46% defense ------ Resistance +9% cold +9% darkness +3% all Spell save +7 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+6 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+6 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Oozemancer Unlock Run the Thalore Brawler level 18
46th Haze 122nd year of Ascendancy at 18:41 see stats
By Oozemancer Unlock Run the Thalore Brawler level 21
24th Regrowth 123rd year of Ascendancy at 21:23 see stats
By Oozemancer Unlock Run the Thalore Brawler level 22
46th Regrowth 123rd year of Ascendancy at 21:22 see stats
By Oozemancer Unlock Run the Thalore Brawler level 19
47th Haze 122nd year of Ascendancy at 11:24 see stats
By Oozemancer Unlock Run the Thalore Brawler level 27
22nd Pyre 123rd year of Ascendancy at 19:46 see stats
By Oozemancer Unlock Run the Thalore Brawler level 29
57th Dusk 123rd year of Ascendancy at 03:57 see stats
By Oozemancer Unlock Run the Thalore Brawler level 10
31st Dusk 122nd year of Ascendancy at 03:59 see stats
By Oozemancer Unlock Run the Thalore Brawler level 20
78th Haze 122nd year of Ascendancy at 09:22 see stats
By Oozemancer Unlock Run the Thalore Brawler level 30
60th Dusk 123rd year of Ascendancy at 15:06 see stats
By Oozemancer Unlock Run the Thalore Brawler level 30
4th Haze 123rd year of Ascendancy at 06:18 see stats
By Oozemancer Unlock Run the Thalore Brawler level 27
39th Dusk 123rd year of Ascendancy at 04:27 see stats
By Oozemancer Unlock Run the Thalore Brawler level 9
27th Dusk 122nd year of Ascendancy at 17:49 see stats
By Oozemancer Unlock Run the Thalore Brawler level 21
6th Decay 122nd year of Ascendancy at 21:52 see stats
By Oozemancer Unlock Run the Thalore Brawler level 15
21st Haze 122nd year of Ascendancy at 11:57 see stats
By Oozemancer Unlock Run the Thalore Brawler level 27
21st Pyre 123rd year of Ascendancy at 20:25 see stats
By Oozemancer Unlock Run the Thalore Brawler level 16
24th Haze 122nd year of Ascendancy at 00:05 see stats
By Oozemancer Unlock Run the Thalore Brawler level 30
4th Haze 123rd year of Ascendancy at 07:19 see stats
Log
Poison from Poison ooze hits Oozemancer Unlock Run for 3 nature, 1 healing (3 total damage) [1 healing].
Slimy ooze misses Oozemancer Unlock Run.
Poison ooze misses Oozemancer Unlock Run.
Oozemancer Unlock Run HEALS from nature damage!
Oozemancer Unlock Run HEALS from acid damage!
Gelatinous cube hits Oozemancer Unlock Run for 4 acid, 2 healing (4 total damage) [2 healing].
Melee retaliation hits Gelatinous cube for 5 fire damage.
Melee retaliation hits Slimy ooze for 5 fire damage.
Slimy ooze hits Oozemancer Unlock Run for 8 nature, 3 healing (8 total damage) [3 healing].
Xyma the crimson ooze uses Bleeding Edge.
Oozemancer Unlock Run resists the vile poison!
Oozemancer Unlock Run shrugs off Xyma the crimson ooze's 'Deep Wound'!
Melee retaliation hits Xyma the crimson ooze for 4 fire, 4 fire (9 total damage).
Xyma the crimson ooze hits Oozemancer Unlock Run for 81 physical damage.
Oozemancer Unlock Run the level 30 thalore brawler was disembowelled to death by Xyma the crimson ooze on level 2 of Sludgenest.
Xyma the crimson ooze prepares for the next kill!
You have 5 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Xyma the crimson ooze killed Oozemancer Unlock Run!
Saving game...
Talent Infusion: Movement is ready to use.
Talent Gift of the Woods is ready to use.
Talent Dig is ready to use.
Talent Take Down is ready to use.
Talent Striking Stance is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed!