











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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. 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. 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.
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: 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:
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: Items Vault 1.7.6Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Bulwark |
Level / Exp | 13 / 6% |
Size | big |
Lifes / Deaths | Killed by Mayawyn the elven warrior at level 13 on the 76th Dusk 122nd year of Ascendancy at 07:16 / 2Killed by Mayawyn the elven warrior at level 13 on the 76th Dusk 122nd year of Ascendancy at 08:05 |
Antimagic | Follower |
Primary Stats
Strength | 43 (base 37) |
Dexterity | 29 (base 26) |
Constitution | 17 (base 12) |
Magic | 15 (base 10) |
Willpower | 21 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -13/442 |
Stamina | 119/164 |
Equilibrium | 0 |
Healing Factor | 1.212941519274 |
Regeneration | 0.30323537981849 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
Offense: Mainhand
Damage | 44 |
Accuracy | 40 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +4% |
Lightning | +3% |
Nature | +12% |
Physical | +12% |
Cold | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 19 |
Physical Save | 23 |
Spell Save | 21 |
Mental Save | 20 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 38%( 70%) |
Physical | + 23%( 70%) |
Cold | + 51%( 70%) |
All | + 12%( 70%) |
Lightning | + 16%( 70%) |
Temporal | + 20%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 48%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 10% |
Bleed Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 690% 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 Dexterity stat. |
Class Talents
Technique / Warcries | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Mag +2 Cun offense ------ Damage +3% lightning defense ------ Armor +3 Fatigue +2% Resistance +9% darkness other ------- Infravision +2 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 72% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. 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 T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 acid Damage +4% acid +6% nature defense ------ Armor +1 Resistance +6% acid +3% temporal +6% cold +9% blight Poison Resist +10% Cut Resist +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Accuracy +20 (+7 eff.) defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +6% temporal Mind save +9 (+4 eff.) other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Damage +12% physical defense ------ Resistance +9% all +12% physical other ------- Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego+] Disrupt While equipped: 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. |
In off hand | ![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Mag +2 Wil +3 Con offense ------ Damage +6% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 13 defense ------ Defense +1 (+0 eff.) other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +6% cold When Hit 2 light defense ------ Resistance +3% cold +3% fire Blunt and deadly. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 42 then cleanse 1 wound, poison, and disease effect. 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 instantly heal yourself for 90 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Willpower stat. 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 [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 179 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +6 (+2 eff.) Damage +15% fire other ------- Mana/turn +0.16 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Master/Psionic Weapon Damage 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +9 mind On Hit: * 16% chance to reduce all saves and defense by 13 While equipped: Stats +3 Cun +3 Wil Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Disrupt/Master/Psionic Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: defense ------ Resistance +14% acid +6% darkness +12% lightning +13% cold +12% fire +3% mind +3% all Spell save +9 (+4 eff.) Teleport Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +4 lightning +4 cold While equipped: offense ------ Damage +12% cold Ignore resists +5% cold +6% physical Accuracy +7 (+3 eff.) Ignore Armor +5 defense ------ Resistance +6% light +12% fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +6 light Damage Against +9% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Damage +9% blight +3% cold Ignore resists +5% cold defense ------ Resistance +9% cold Blunt and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 10.5 - 13.7 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 +7 light Damage Against +7% Undead While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +20% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +20% Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-crit, radius 2 +8 fire While equipped: offense ------ Global Speed +2% Ignore resists +9% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T1 arrow ammo [Rare] Psionic Weapon Damage 13.5 - 18.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 13 On-ranged-hit +16 blight +11 physical On-Hit, radius 1 +12 light On-crit, radius 2 +16 light On Hit: * 20% chance to reduce damage dealt by 11% * 20% chance to knock the target back 3 spaces and deal 62 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +16 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 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: defense ------ Resistance +6% blight +7% all Life +43.00 Life Regen +1.70 Healmod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) Damage +8% arcane +5% temporal defense ------ Resistance +9% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +16% cold Life +30.00 Life Regen +5.20 Healmod +10% A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 11% defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +6% fire +6% light +3% temporal Mind save +12 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% fire A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Disrupt While equipped: Stats +4 Mag +3 Wil offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% nature +11% blight A suit of armour made of mail. |
![]() 17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Rare] Psionic While equipped: Stats +2 Wil offense ------ Ignore Armor +1 defense ------ Armor +9 Defense +10 (+5 eff.) Fatigue +22% Resistance +6% mind Mind save +12 (+6 eff.) other ------- Psi when Hit +0.16 Hate-on-crit +1.00 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +3% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 11% defense ------ Defense +1 (+0 eff.) other ------- See Invisibility +3 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 [Ego] Nature/Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+0 eff.) Life +32.00 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] Nature While equipped: Stats +1 Cun offense ------ Ignore resists +10% arcane +10% fire defense ------ Armor +1 Resistance +5% lightning +5% temporal A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: Stats +4 Cun +3 Dex offense ------ On-Hit 5 nature Damage +4% nature Accuracy +6 (+2 eff.) Ignore Armor +6 defense ------ Armor +2 Resistance +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% nature On-Hit (Melee): * 10% chance to slow global speed by 38% defense ------ Defense +6 (+3 eff.) Resistance +15% lightning +3% fire +16% nature +3% light Physical save +3 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Critical power +10.00% Damage +11% fire defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +2% physical +16% fire other ------- Stamina/turn +1.00 Max stamina +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Cun +2 Con offense ------ Physical Crit +3.0% Ignore resists +10% cold defense ------ Armor +1 Fatigue +1% Resistance +1% physical Physical save +11 (+6 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +3 Cun offense ------ Mindpower +5 (+3 eff.) When Hit 2 mind defense ------ Defense +1 (+0 eff.) Resistance +6% nature +6% blight other ------- Max psi +30.00 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +1 Wil defense ------ Armor +5 Fatigue +5% Resistance +6% acid other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Cun offense ------ Critical power +10.00% Damage +3% lightning Ignore resists +10% mind defense ------ Armor +3 Fatigue +5% Resistance +3% lightning 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] Disrupt/Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +6% nature +6% blight 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% acid On-Hit (Melee): * 10% chance to reduce armor by 13% defense ------ Resistance +6% acid +9% cold +9% nature Life +44.00 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 [Rare] Master While equipped: defense ------ Resistance +6% nature +3% fire Spell save +6 (+3 eff.) Mind save +3 (+1 eff.) Unlife -40.00 life other ------- Light +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 T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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+] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +6 (+3 eff.) other ------- Light +6 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Con offense ------ Damage +5% nature +3% physical defense ------ Defense +10 (+5 eff.) Resistance +11% nature other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Armor +10 Resistance +10% nature +3% lightning Mind save +3 (+1 eff.) Pinning Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +5 Wil offense ------ Damage +5% nature defense ------ Resistance +11% nature +3% light other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +6% nature +3% mind When Hit 2 lightning 2 nature defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Fallacy the Krog Bulwark level 10
50th Dusk 122nd year of Ascendancy at 03:58 see stats
By Fallacy the Krog Bulwark level 10
50th Dusk 122nd year of Ascendancy at 04:10 see stats
By Fallacy the Krog Bulwark level 13
76th Dusk 122nd year of Ascendancy at 07:17 see stats
Log
Fallacy is no longer pinned.
Fallacy is not stunned anymore.
Fallacy is no longer dominated.
Talent Infusion: Movement is ready to use.
Deadly Poison from Mayawyn the elven warrior hits Fallacy for (20 blocked), 0 nature (0 total damage).
Mayawyn the elven warrior uses Hurricane Shot.
Mayawyn the elven warrior's Hurricane Shot performs a ranged critical strike against Fallacy!
A wave of icy water sprays out from Fallacy towards Mayawyn the elven warrior!
Fallacy is crippled.
Fallacy is covered in acid!
Mayawyn the elven warrior's Hurricane Shot hits Fallacy for (34 blocked), 0 physical (0 total damage).
Mayawyn the elven warrior's Hurricane Shot hits Fallacy for (48 blocked), 8 physical (8 total damage).
Fallacy hits Mayawyn the elven warrior for 25 cold damage.
Fallacy uses Disarm.
Mayawyn the elven warrior repels an attack from Fallacy.
Mayawyn the elven warrior resists the blow!
Talent Infusion: Wild is ready to use.
Deadly Poison from Mayawyn the elven warrior hits Fallacy for 25 nature damage.
Acid Splash from Mayawyn the elven warrior hits Fallacy for 2 acid damage.
Mayawyn the elven warrior shoots!
Mayawyn the elven warrior's Shoot hits Fallacy for 36 physical damage.
Mayawyn the elven warrior uses Frenzy.
Poison bursts out of Fallacy's corpse!
Fallacy has been overwhelmed.
Fallacy resists the vile poison!
Fallacy resists the vile poison!
Mayawyn the elven warrior hits Fallacy for 5 physical, 6 physical, 14 physical (25 total damage).
Melee retaliation hits Mayawyn the elven warrior for 1 light, 1 light, 1 light, 1 light, 1 light, 1 light, 1 light, 1 light (10 total damage).
Fallacy the level 13 krog bulwark was mauled to death by Mayawyn the elven warrior on level 1 of Rhaloren Camp.