









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! 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.
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. Doctornull's Classes Reloaded 1.7.6Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: 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:
Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Ignore Race/Class Locks 1.7.0Modifies 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: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Demons |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Transcendent Fist |
Level / Exp | 20 / 28% |
Size | big |
Lifes / Deaths | Killed by Xanuna the squid at level 20 on the 80th Vengeance 123rd year of Ascendancy at 00:53 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 36 (base 34) |
Constitution | 19 (base 10) |
Magic | 12 (base 10) |
Willpower | 40 (base 26) |
Cunning | 39 (base 33) |
Resources
Life | -63/533 |
Psi | 95/130 |
Stamina | 227/242 |
Equilibrium | 30 |
Healing Factor | 1.2791723257555 |
Regeneration | 0.31979308143889 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Barehand
Damage | 40 |
Accuracy | 39 |
Crit Chance | 11% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Lightning | +6% |
Nature | +6% |
Cold | +12% |
Physical | +12% |
Fire | +4% |
All | 0% |
Offense: Damage Penetration
Fire | +25% |
All | 0% |
Physical | +20% |
Mind | +30% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 22 |
Mental Save | 28 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 53%( 70%) |
All | + 12%( 70%) |
Lightning | + 28%( 70%) |
Physical | + 41%( 70%) |
Darkness | + 29%( 70%) |
Fire | + 59%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 27% |
Stun Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Transcendent strikes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Voidwalker | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * Our water imp agents in the lake of Nur have stopped reporting. Investigate. * You must bring down the dwarven kingdom of the Iron Throne. * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T3 battleaxe 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +10 (+4 eff.) Ignore Armor +7 Massive two-handed battleaxes. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Ignore resists +5% mind Ignore Armor +3 defense ------ Resistance +12% lightning +3% blight +3% fire +3% nature +3% all Spell save +6 (+3 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Str +2 Wil offense ------ Damage +6% acid +12% physical Ignore resists +25% nature When Hit 4 acid defense ------ Defense +2 (+1 eff.) Resistance +12% physical other ------- Light +3 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 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 20% 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 | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +12% cold defense ------ Defense +6 (+3 eff.) Resistance +24% cold Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +25% mind +25% fire On-Hit (Melee): * 20% chance to slow global speed by 49% * 20 arcane resource burn defense ------ Resistance +16% acid +7% fire +6% lightning +7% cold A belt that goes around your waist. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Damage +12% acid defense ------ Resistance +18% acid +9% all other ------- Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On feet | ![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.6 Power cost 20 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 fire Damage +4% fire defense ------ Armor +1 Fatigue +1% Resistance +5% fire Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) Damage +6% lightning Ignore resists +10% physical defense ------ Defense +1 (+0 eff.) Resistance +3% darkness Physical save +3 (+1 eff.) Unlife -60.00 life Life +31.00 other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Disrupt While equipped: offense ------ Damage +6% nature defense ------ Resistance +17% nature +13% blight Healmod +20% Poison Resist +27% Disease Resist +33% Pinning Resist +10% Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% 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 Constitution 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 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (104). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Armor +7 Defense +7 (+3 eff.) other ------- Wards +3 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% light defense ------ Defense +6 (+3 eff.) other ------- Mana/turn +0.15 Max mana +37.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 30.09 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +8 acid On-crit, radius 2 +5 acid +10 nature While equipped: offense ------ Ignore resists +22% acid +10% lightning +8% nature +6% all Accuracy +8 (+3 eff.) Ignore Armor +13 defense ------ Resistance +9% acid +18% lightning +10% cold +8% fire +4% all Spell save +7 (+3 eff.) One-handed war axes. |
Crystallized Aether Shard (12-16 power, 10 apr) Crystallized Aether Shard (12-16 power, 10 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 12.0 - 15.6 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +20 arcane While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% arcane Damage Avoidance +10% other ------- Light +1 This jagged crystal glows with an unearthly light. A strip of leather is wrapped around one end, as a handle. When you hold it, your hand begins to glow with the same light. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Nature Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +10 nature On-Hit, radius 1 +6 fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +7 fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego] Arcane Weapon Damage 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +8.0% Attack Speed 100% Ignore Shields +13% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Resistance +7% all +16% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life Regen +2.00 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +17% lightning A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +11% light +11% darkness +6% arcane Spell save +12 (+6 eff.) A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master While equipped: offense ------ Damage +15% light Ignore resists +5% fire defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +9% acid +9% cold +15% fire +15% lightning other ------- Breathe water A suit of armour made of mail. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Arcane While equipped: defense ------ Armor +9 Fatigue +22% Resistance +11% light +13% darkness A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +5% fire +5% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +15% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Mind Crit +2% On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Life +30.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex offense ------ Physical Crit +1.0% defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +9% fire +10% cold Unlife -20.00 life Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% 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 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Con offense ------ Ignore resists +20% nature When Hit 4 nature defense ------ Defense +7 (+3 eff.) Resistance +3% temporal Crit Resistance 15.00% Physical save +5 (+2 eff.) 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 T1 cloak armor [Rare] Master While equipped: offense ------ Physical Power +10 (+4 eff.) Ignore resists +5% light +5% physical On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Defense +7 (+3 eff.) Resistance +5% arcane Physical save +6 (+3 eff.) Unlife -60.00 life other ------- Stamina/turn +1.00 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 T1 feet armor [Rare] Psionic While equipped: Stats +1 Dex +2 Wil +3 Cun +1 Con offense ------ Ignore resists +25% mind defense ------ Armor +1 Resistance +9% acid +3% temporal Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+3 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +9% lightning +3% fire defense ------ Armor +1 Resistance +3% lightning +3% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.50 Max stamina +14.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% fire +5% cold other ------- Stamina/turn +0.40 Max stamina +10.00 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 T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Physical Crit +1.0% Critical power +5.00% defense ------ Defense +1 (+0 eff.) Resistance +3% mind +3% physical Life Regen +4.00 other ------- EQ when Hit +1.00 Psi when Hit +0.90 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Disrupt While equipped: defense ------ Defense +2 (+1 eff.) Resistance +7% nature +7% blight A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Physical save +11 (+5 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Mind Crit +3% Damage +3% mind When Hit 4 acid 4 mind defense ------ Armor +3 Fatigue +5% Resistance +3% fire +6% cold Mind save +3 (+2 eff.) other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +12% mind Ignore resists +10% mind +15% lightning When Hit 6 lightning defense ------ Armor +10 Defense +6 (+3 eff.) Fatigue +4% Resistance +3% lightning +3% cold +4% all Physical save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T1 lite [Rare] Disrupt While equipped: offense ------ Damage +18% cold Ignore resists +5% nature When Hit 2 nature 8 cold defense ------ Resistance +3% all Spell save +6 (+3 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +6 (+3 eff.) other ------- Light +6 See Stealth +6 See Invisibility +5 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
Achievements
By Flat Damage Man the Krog Transcendent Fist level 10
73rd Vengeance 123rd year of Ascendancy at 01:39 see stats
By Flat Damage Man the Krog Transcendent Fist level 20
79th Vengeance 123rd year of Ascendancy at 23:56 see stats
Log
Gloryssra the boiling horror casts Water Bolt.
Gloryssra the boiling horror hits Flat Damage Man for (12 to psi shield), (18 antimagic), 0 cold (0 total damage).
Flat Damage Man is no longer attuned.
Flat Damage Man's Beyond the Flesh hits Xanuna the squid for (10 blocked), 0 physical, (17 blocked), 0 fire, 0 arcane (0 total damage).
Metaphysical Blows hits Xanuna the squid for 1 mind damage.
Bleeding from Xanuna the squid hits Flat Damage Man for (7 to psi shield), (4 flat reduction), 6 physical (6 total damage).
Xanuna the squid speeds up.
Xanuna the squid misses Flat Damage Man.
Xanuna the squid starts to bleed.
Talent Flurry of Fists is ready to use.
Talent Telekinetic Grasp is ready to use.
Talent Axe Kick is ready to use.
Flat Damage Man's Beyond the Flesh hits Xanuna the squid for 9 physical, 17 fire, 0 arcane (26 total damage).
Metaphysical Blows hits Xanuna the squid for 3 mind damage.
Bleeding from Xanuna the squid hits Flat Damage Man for (7 to psi shield), (4 flat reduction), 6 physical (6 total damage).
Gloryssra the boiling horror casts Flame.
Flat Damage Man attunes to the damage.
Flat Damage Man is on fire!
Gloryssra the boiling horror hits Flat Damage Man for (8 to psi shield), (13 antimagic), 0 fire (0 total damage).
Bleeding from Flat Damage Man hits Xanuna the squid for 2 physical damage.
Gloryssra the boiling horror's cleansing fire area effect hits Flat Damage Man for (2 to psi shield), (2 antimagic), 0 fire (0 total damage).
Melee retaliation hits Xanuna the squid for 2 acid damage.
Xanuna the squid hits Flat Damage Man for (18 to psi shield), (4 flat reduction), 23 physical (23 total damage).
Flat Damage Man is not stunned anymore.
Burning from Gloryssra the boiling horror hits Flat Damage Man for (2 to psi shield), (3 antimagic), 0 fire (0 total damage).
Bleeding from Xanuna the squid hits Flat Damage Man for (7 to psi shield), (4 flat reduction), 6 physical (6 total damage).
Flat Damage Man the level 20 krog transcendent fist was minced to death by Xanuna the squid on level 2 of Lake of Nur.