











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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: 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.
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 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. 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Krog |
Class | Bulwark |
Level / Exp | 15 / 97% |
Size | big |
Lifes / Deaths | Killed by Chorizo's Inner Demon at level 15 on the 55th Dusk 122nd year of Ascendancy at 01:53 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 50 (base 40) |
Dexterity | 31 (base 29) |
Constitution | 28 (base 12) |
Magic | 10 (base 10) |
Willpower | 26 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -47/662 |
Stamina | 142/202 |
Equilibrium | 0 |
Healing Factor | 1.1456298990388 |
Regeneration | 0.2864074747597 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 56 |
Accuracy | 41 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Acid | +6% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Darkness | +10% |
Fire | +5% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 12 |
Physical Save | 40 |
Spell Save | 24 |
Mental Save | 28 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 19%( 70%) |
All | + 11%( 70%) |
Physical | + 22%( 70%) |
Cold | + 41%( 70%) |
Fire | + 47%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 109 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
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 96 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Warcries | 1.30 |
| 3/5 |
| 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 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +5 Wil +2 Cun offense ------ Damage +3% darkness Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +1 Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Power +5 (+2 eff.) Ignore resists +5% mind defense ------ Resistance +6% mind Life +41.00 other ------- Stamina/turn +3.00 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 T1 head armor [Rare] Disrupt While equipped: defense ------ Armor +1 Defense +5 (+3 eff.) Fatigue +1% Resistance +6% blight +3% cold +5% nature +5% arcane Life +80.00 Disease Resist +10% A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +12 (+4 eff.) defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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 7 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 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.70 cold and 11.04 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 38/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +6 Resistance +3% fire Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck +1 Cun offense ------ Mind Crit +1% Mindpower +10 (+5 eff.) Ignore resists +10% mind Accuracy +6 (+2 eff.) On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Defense +8 (+4 eff.) Resist unseen 12% other ------- Max psi +10.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +4 nature On-crit, radius 2 +8 nature On Hit: * 20% chance to slow global speed by 46% While equipped: offense ------ Ignore resists +5% fire One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Mag offense ------ Physical Power +15 (+5 eff.) Ignore resists +5% physical defense ------ Resistance +6% cold +6% fire +1% physical A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 While equipped: defense ------ Armor +2 Fatigue +8% Resistance +11% physical other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Con +1 Mag defense ------ Defense +7 (+4 eff.) Resistance +3% mind Physical save +5 (+2 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +1 Str offense ------ Critical power +10.00% Damage +6% acid +3% darkness defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +6% acid +7% all Physical save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 increase movement speed by 628% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 41 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. Its effects scale with your Magic 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 T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +9% fire defense ------ Resistance +3% blight Crit Resistance 5.00% other ------- Masteries +0.13 Technique/Warcries Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str offense ------ Ignore resists +5% blight defense ------ Resistance +12% mind +14% temporal Pinning Resist +22% Knockbk Resist +26% other ------- Masteries +0.14 Technique/Shield defense Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 17.5 - 26.2 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 +20 acid +8 temporal While equipped: offense ------ Damage +9% acid Ignore resists +9% physical Accuracy +10 (+4 eff.) Ignore Armor +9 On-Hit (Melee): * 10% chance to reduce armor by 10% defense ------ Resistance +6% cold Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 11.5 - 16.1 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 waraxe 1H weapon [Rare] Disrupt Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 7% chance to slow global speed by 46% While equipped: offense ------ Damage +3% physical Accuracy +5 (+2 eff.) defense ------ Resistance +2% physical Physical save +3 (+1 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+3 eff.) Disarm Resist +20% One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Psionic Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 mind On-Hit, radius 1 +4 light On Hit: * 11% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +1 Wil defense ------ Armor +4 Resistance +3% light Crit Resistance 15.00% Life Regen +2.00 One-handed war axes. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature 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% On-hit +4 mind +8 temporal While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 4 mind 4 darkness Damage +3% mind +3% darkness defense ------ Resistance +6% acid +3% cold +3% darkness +6% blight Blind Resist +20% 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. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Random Unique] Master While equipped: offense ------ Critical power +5.00% Spellpower/crit +2 Damage +6% arcane Ignore resists +20% arcane defense ------ Armor +13 Fatigue +22% Resistance +19% acid +25% fire +8% physical Physical save +13 (+4 eff.) other ------- Max vim +10.00 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +2 Mag offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +3 (+1 eff.) Damage +9% acid When Hit 4 light defense ------ Crit Resistance 5.00% other ------- Light +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+1 eff.) Ignore resists +5% mind On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +6% nature Spell save +6 (+3 eff.) other ------- Psi when Hit +0.04 Max psi +10.00 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +2 (+1 eff.) defense ------ Defense +9 (+5 eff.) Mind save +5 (+2 eff.) Stealth +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +5% fire +6% cold A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +5% Damage +6% lightning Ignore Shields +30% On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Defense +1 (+1 eff.) Resistance +12% acid 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] Master While equipped: offense ------ Critical power +10.00% Damage +6% arcane Ignore resists +5% arcane defense ------ Armor +6 Defense +20 (+10 eff.) Resistance +1% physical other ------- Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Resistance +6% lightning +6% temporal other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Lck +3 Dex offense ------ On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Armor +1 Resistance +15% acid +6% blight +3% nature +9% light Stealth +6 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 26% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +5 Wil offense ------ Damage +6% mind Ignore resists +15% mind +5% cold defense ------ Armor +3 Fatigue +2% Physical save +5 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Max psi +20.00 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 [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 5 nature Damage +4% nature defense ------ Armor +1 Resistance +5% nature 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. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% 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. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +1 Physical save +6 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +21% 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. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Defense +1 (+1 eff.) Resistance +16% light A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% temporal +10% fire When Hit 2 temporal defense ------ Armor +2 Defense +31 (+14 eff.) Resistance +6% acid +15% fire Knockbk Resist +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Str +5 Wil +2 Cun offense ------ Mindpower +4 (+2 eff.) Ignore resists +10% physical When Hit 4 arcane defense ------ Armor +1 Fatigue +1% other ------- Stamina/turn +1.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Critical power +20.00% Mindpower +4 (+2 eff.) Damage +3% cold defense ------ Armor +1 Fatigue +1% Resistance +9% cold A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun +3 Wil defense ------ Armor +3 Fatigue +5% Resistance +6% acid +2% physical +3% lightning +6% cold other ------- Hate-on-crit +1.00 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 [Rare] Nature While equipped: Stats +8 Cun +1 Con offense ------ Damage +3% fire Accuracy +5 (+2 eff.) When Hit: * 11% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue +5% Resistance +12% fire 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 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 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.(78 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag +2 Con offense ------ Damage +6% light +3% acid defense ------ Fatigue -5% Crit Resistance 10.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 Chorizo the Krog Bulwark level 12
33rd Dusk 122nd year of Ascendancy at 06:21 see stats
By Chorizo the Krog Bulwark level 10
20th Dusk 122nd year of Ascendancy at 11:12 see stats
By Chorizo the Krog Bulwark level 11
25th Dusk 122nd year of Ascendancy at 12:35 see stats
By Chorizo the Krog Bulwark level 15
54th Dusk 122nd year of Ascendancy at 18:56 see stats
Log
Chorizo's Inner Demon is recovering from the damage!
Chorizo hits Aerythra the mean looking elven guard for (33 rampage shugs off), 113 physical (113 total damage).
Chorizo hits Chorizo's Inner Demon for (69 blocked), 55 physical (55 total damage).
Chorizo hits Chorizo's Inner Demon for 125 physical damage.
Chorizo killed Chorizo's Inner Demon!
Chorizo's Inner Demon's manaburn arcane area effect hits Chorizo's Inner Demon for 0 arcane damage.
Chorizo's Inner Demon's manaburn arcane area effect hits Chorizo's Inner Demon for 0 arcane damage.
Chorizo's Inner Demon's manaburn arcane area effect hits Chorizo for 0 arcane damage.
Chorizo's Inner Demon's manaburn arcane area effect hits Chorizo's Inner Demon for 0 arcane damage.
Aerythra the mean looking elven guard has shrugged off 33 damage and is ready for more.
Chorizo's Inner Demon uses Block.
Chorizo's Inner Demon uses Block.
Chorizo's Inner Demon uses Shield Slam.
Chorizo's Inner Demon performs a melee critical strike against Chorizo!
Chorizo's Inner Demon hits Chorizo for 13 physical, 12 fire, 20 physical, 12 fire, 14 physical, 12 fire (82 total damage).
Chorizo is lost in despair!
Aerythra the mean looking elven guard uses Bleeding Edge.
Chorizo is cut deeply.
Chorizo rearms.
Chorizo is freed from the demons.
Chorizo speeds up.
Chorizo's Inner Demon rushes out!
Chorizo's Inner Demon misses Chorizo.
Chorizo's Inner Demon is no longer attuned.
Chorizo's Inner Demon uses Shattering Shout.
Aerythra the mean looking elven guard hits Chorizo for 56 physical damage.
Deep Wound from Aerythra the mean looking elven guard hits Chorizo for 24 physical damage.
Chorizo's Inner Demon hits Chorizo for 92 physical damage.
Chorizo the level 15 krog bulwark was impaled to death by a Chorizo's Inner Demon on level 3 of Rhaloren Camp.