Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Octopodes 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. 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.
Items Vault 1.7.6Donators/Buyers bonus! White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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. 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: 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 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. 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 | quick |
Mode | Madness Roguelike |
Sex | Male |
Race | Takonyudo |
Class | White Monk |
Level / Exp | 14 / 81% |
Size | small |
Lifes / Deaths | Killed by Ivutta the cutpurse at level 14 on the 46th Quantumnal 1337th year of Ascendancy at 22:20 / 1 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 34 (base 32) |
Constitution | 17 (base 10) |
Magic | 14 (base 10) |
Willpower | 42 (base 24) |
Cunning | 40 (base 23) |
Resources
Life | -12/464 |
Stamina | 5/219 |
Healing Factor | 1.882941519274 |
Regeneration | 15.53426753401 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +16.081262813945% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed | |
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed | |
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed | |
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Barehand
Damage | 64 |
Accuracy | 40 |
Crit Chance | 17% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +10% |
Fire | +11% |
Physical | +11% |
Cold | +10% |
Nature | +5% |
Offense: Damage Penetration
Blight | +25% |
Defense: Base
Armour (hardiness) | 13 (36%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 2 |
Physical Save | 28 |
Spell Save | 29 |
Mental Save | 40 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 5%( 70%) |
Physical | + 15%( 70%) |
Cold | + 31%( 70%) |
All | 0%( 70%) |
Darkness | + 11%( 70%) |
Light | + 36%( 70%) |
Fire | + 34%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Pinning Resistance | 34% |
Confusion Resistance | 22% |
Poison Resistance | 31% |
Disarm Resistance | 25% |
Bleed Resistance | 40% |
Teleport Resistance | 10% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Class Talents
Cunning / Poisons | 0.60 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Agile Combatant | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Mending | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Rending | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Martial Arts | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Fending | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. | active |
Equipment
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 17/25. 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 10 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] Nature/Master While equipped: offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +7 (+4 eff.) Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life +40.00 Life Regen +6.00 Healmod +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 138% 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. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% physical defense ------ Armor +4 Resistance +11% physical Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+2 eff.) Confus Resist +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +6% nature +5% blight Life Regen +2.00 Poison Resist +11% Disease Resist +11% Stun Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con offense ------ Damage +11% fire defense ------ Defense +5 (+2 eff.) Resistance +3% acid +22% fire +9% nature Physical save +8 (+4 eff.) Life +24.00 Disarm Resist +25% Pinning Resist +24% Knockbk Resist +20% Teleport Resist +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mindpower +5 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% fire +11% cold Healmod +12% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 272 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 1.5 Encumbrance T1 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Str +5 Con offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +6 Hardiness +6% Fatigue +1% Resistance +4% physical Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On Hit: 5% Stone Touch level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
In main hand | ![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
In main hand | ![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 darkness Damage +3% darkness defense ------ Armor +1 Resistance +6% darkness Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On Hit: 20% Moonlight Ray level 1 On Hit: * 5% chance to reduce damage dealt by 21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In main hand | ![]() 1.0 Encumbrance T1 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil +1 Cun offense ------ On-Hit 4 acid 4 fire 3 cold 3 lightning defense ------ Armor +1 Resistance +6% light +5% darkness other ------- Infravision +1 Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On-hit +5 ice +6 fire +4 acid +5 lightning On-crit, radius 2 +10 light +10 darkness Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 33.01 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 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.(99 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +7 Cun +2 Wil offense ------ Mind Crit +1% Mindpower +4 (+1 eff.) Ignore resists +25% blight defense ------ Armor +1 Fatigue +1% other ------- Max psi +10.00 A cap made of leather. |
Inventory
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +7 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 138% 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. Rings make your fingers look great! |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 60% Wil, 60% Dex 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. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Accuracy +11 (+3 eff.) When Hit 6 acid defense ------ Armor +1 other ------- Psi when Hit +0.04 Max hate +2.00 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +6.0% 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 12.0 - 16.8 Physical Uses 60% Wil, 60% Dex 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] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +2% Spellpower +2 (+2 eff.) When Hit 6 nature defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% darkness +11% cold Ignore resists +15% nature On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Defense +1 (+0 eff.) Resistance +16% cold A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Mindpower +10 (+3 eff.) Damage +3% cold Ignore resists +5% lightning defense ------ Armor +1 Fatigue +1% other ------- Max hate +6.00 Max psi +20.00 A cap made of leather. |
![]() 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 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 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. |
![]() 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% light When Hit 4 light defense ------ Fatigue -5% Resistance +6% nature +6% blight Spell save +3 (+1 eff.) other ------- Light +3 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 totem charm [Rare] Nature While equipped: Stats +3 Cun offense ------ On-Hit (Melee): * 10% chance to slow global speed by 53% other ------- EQ when Hit +0.04 Psi when Hit +0.04 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 102 Armor: 1 All Resist: 7 Puts all charms on 25 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Will this work the Takonyudo White Monk level 10
44th Quantumnal 1337th year of Ascendancy at 19:00 see stats
Log
Will this work is silenced!
Will this work is disarmed!
Something hits Will this work for (13 flat reduction), (51 deflected), 99 darkness (99 total damage).
Will this work receives 17 healing.
Ivutta the cutpurse uses Heartseeker.
Ivutta the cutpurse's spell attains critical power!
Ivutta the cutpurse performs a melee critical strike against Will this work!
Will this work feels vitality spring from within!
Ivutta the cutpurse casts Curse of Vulnerability.
Will this work shrugs off the effect 'Curse of Vulnerability'!
Ivutta the cutpurse hits Will this work for (13 flat reduction), (35 deflected), 68 physical, (6 flat reduction), 0 nature, (13 flat reduction), (10 deflected), 19 darkness, (13 flat reduction), (27 deflected), 52 acid, (13 flat reduction), (51 deflected), 100 physical, (13 flat reduction), (10 deflected), 19 darkness (258 total damage).
Will this work receives 606 healing.
Ivutta the cutpurse uses Flurry.
Ivutta the cutpurse performs a melee critical strike against Will this work!
Ivutta the cutpurse hits Will this work for (13 flat reduction), (41 deflected), 80 physical, (6 flat reduction), 0 nature, (13 flat reduction), (10 deflected), 19 darkness, (13 flat reduction), (11 deflected), 21 acid, (13 flat reduction), (14 deflected), 27 physical, (13 flat reduction), (10 deflected), 19 darkness, (13 flat reduction), (16 deflected), 32 physical, (6 flat reduction), 0 nature, (13 flat reduction), (10 deflected), 19 darkness, (13 flat reduction), (12 deflected), 24 physical, (13 flat reduction), (10 deflected), 19 darkness, (13 flat reduction), (19 deflected), 37 physical, (6 flat reduction), 0 nature, (13 flat reduction), (10 deflected), 19 darkness, (13 flat reduction), (13 deflected), 26 physical, (13 flat reduction), 28 darkness (368 total damage).
Will this work uses Infusion: Movement.
Will this work is moving at extreme speed!
Will this work receives 41 healing.
Will this work receives 41 healing.
Will this work receives 41 healing.
Ivutta the cutpurse uses Whirlwind.
Ivutta the cutpurse becomes a whirlwind of weapons!
Ivutta the cutpurse performs a melee critical strike against Will this work!
Ivutta the cutpurse hits Will this work for (13 flat reduction), 122 physical, (6 flat reduction), 0 nature, (13 flat reduction), (10 deflected), 19 darkness, (13 flat reduction), (11 deflected), 21 acid, (13 flat reduction), 60 physical, (13 flat reduction), 28 darkness (250 total damage).
Will this work the level 14 takonyudo white monk was darkened to death by Ivutta the cutpurse on level 1 of The Maze.
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QUICK Campaign Zones
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Trollmire
Scintillating Caves: Twisted
The Maze: Collapsed
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QUICK Campaign Perks
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1: Rune: Shatter Afflictions
2: Category: Scoundrel
3: Artifact: Eye of the Dreaming One