










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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. 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: 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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | White Monk |
Level / Exp | 20 / 73% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 8 on the 79th Pyre 122nd year of Ascendancy at 12:54 / 2Killed by shadow at level 20 on the 29th Dusk 122nd year of Ascendancy at 18:39 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 56 (base 48) |
Constitution | 21 (base 10) |
Magic | 13 (base 10) |
Willpower | 44 (base 39) |
Cunning | 21 (base 12) |
Resources
Life | -1/609 |
Stamina | 10/264 |
Steam | 0/100 |
Healing Factor | 1.314804467222 |
Regeneration | 10.847136854582 |
Speed
Mental | +5.272337093455% |
Attack | 0% |
Movement | +30.18676357019% |
Spell | 0% |
Global | +106.54736312776% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 21.970039208598 |
See Invisible | 24.970039208598 |
Offense: Barehand
Damage | 65 |
Accuracy | 59 |
Crit Chance | 15% |
APR | 8 |
Speed | 0.76 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Light | +10% |
Nature | +6% |
Mind | +3% |
Lightning | +3% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Light | +15% |
Acid | +5% |
Arcane | +5% |
Fire | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 17.235064086154 (38.594633868923%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 21 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 15%( 70%) |
Acid | + 29%( 70%) |
Light | + 52%( 70%) |
Nature | + 20%( 70%) |
Darkness | + 10%( 70%) |
Physical | + 8%( 70%) |
Fire | + 15%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 32% |
Poison Resistance | 10% |
Knockback Resistance | 22% |
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 129 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 21% for 4 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 135 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Technique / Agile Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Transcending | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Mending | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Rending | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Martial Arts | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Fending | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% fire +15% light +5% nature defense ------ Armor +1 Resistance +9% light +3% nature other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T2 arrow ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 29.5 - 41.3 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 23 Auto Reload 6 On-ranged-hit +8 arcane +9 mind On-crit, radius 2 +4 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to reduce all saves and defense by 21 On Critical: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Arrows are used with bows to pierce your foes to death. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +2 Str +4 Dex +3 Cun +2 Con defense ------ Armor +2 Physical save +22 (+8 eff.) Spell save +3 (+1 eff.) Mind save +3 (+2 eff.) Disarm Resist +105% other ------- Talents +3 Iron Grip Cooldown Double Strike -1 Unarmed combat: Weapon Damage 15.5 - 17.1 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +9.0% Attack Speed 125% On-hit +6 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Set Up level 3 Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Str +5 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +9% fire Pinning Resist +10% other ------- See Invisibility +3 A cap made of leather. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature Ignore resists +5% acid defense ------ Defense +10 (+3 eff.) Resistance +1% physical +11% nature +3% darkness Physical save +9 (+3 eff.) Life +20.00 Poison Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +3% mind When Hit 4 physical defense ------ Armor +4 Defense +5 (+2 eff.) Physical save +4 (+2 eff.) other ------- Stamina/turn +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature While equipped: Stats +2 Dex +3 Mag +1 Cun +4 Con offense ------ Damage +12% acid defense ------ Resistance +24% acid Physical save +8 (+3 eff.) Life +44.00 Life Regen +8.00 Healmod +12% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: offense ------ Damage +3% lightning Ignore resists +5% arcane +15% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +9% lightning +7% all Physical save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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.(101 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str offense ------ Ignore resists +5% lightning defense ------ Defense +1 (+0 eff.) Resistance +9% light Life +32.00 other ------- Stamina/turn +1.00 Max stamina +10.00 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Dex +3 Con offense ------ Physical Crit +3.0% Damage +9% fire Ignore Armor +1 defense ------ Life +35.00 other ------- Stamina/turn +2.00 A belt that goes around your waist. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% 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 Willpower 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: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Dexterity 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +10% blight Ignore resists +10% lightning When Hit 2 lightning defense ------ Resistance +10% blight +6% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Resistance +3% lightning +2% physical +6% nature +6% blight Physical save +3 (+1 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +11% cold Accuracy +4 (+1 eff.) defense ------ Resistance +22% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+3 eff.) Damage +10% acid Ignore resists +10% darkness On-Hit (Melee): * 10% chance to slow global speed by 47% defense ------ Resistance +20% acid +6% nature Life Regen +3.00 Stun Resist +20% Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +10 (+3 eff.) Disarm Resist +31% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 24.0 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +16 cold While equipped: offense ------ Damage +3% nature Ignore resists +20% nature +10% all Accuracy +17 (+4 eff.) Ignore Armor +12 When Hit 4 fire On-Hit (Melee): * 20% chance to slow global speed by 47% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Disrupt Weapon Damage 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +4 light On Hit: * 7% chance to slow global speed by 47% While equipped: offense ------ Ignore resists +10% light defense ------ Defense +10 (+3 eff.) Resistance +3% acid +15% temporal Pinning Resist +10% Sharp, short and deadly. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 36.5 - 54.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +12 Con +10 Wil defense ------ Life +40.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Weapon Damage 27.5 - 44.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +10 (+3 eff.) Ignore Armor +12 Massive two-handed swords. |
![]() 4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego+] Master Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +8 (+4 eff.) Ignore resists +6% physical defense ------ Disarm Resist +11% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Damage +9% nature +9% cold defense ------ Resistance +15% light other ------- Light +3 Blunt and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Ego+] Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +5 (+3 eff.) Ignore resists +9% physical defense ------ Disarm Resist +12% Blunt and deadly. |
![]() 5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% darkness +15% cold Accuracy +15 (+4 eff.) defense ------ Resistance +3% nature Disease Resist +10% Disarm Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane 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 +8% Spellpower +6 (+6 eff.) Damage +15% darkness defense ------ Armor +4 Hardiness +6% Physical save +3 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Cun +3 Mag offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +4 (+2 eff.) Ignore Armor +4 When Hit 2 physical other ------- Light +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+2 eff.) defense ------ Resistance +9% temporal +3% mind +6% cold Physical save +9 (+3 eff.) Spell save +8 (+4 eff.) Life Regen +2.00 other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +6 Lck defense ------ Stealth +6 other ------- Disarm Traps +6 Infravision +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Mindpower +25 (+11 eff.) Accuracy +4 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+0 eff.) Resistance +6% fire Teleport Resist +20% other ------- Max psi +10.00 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 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Disrupt/Master While equipped: offense ------ When Hit: * 8% chance to slow global speed by 47% * 6 arcane resource burn defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +11% all Physical save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +6% acid +15% physical +6% darkness Ignore resists +25% light On-Hit (Melee): * 20% chance to reduce armor by 17% * 20% chance to reduce damage dealt by 17% defense ------ Resistance +15% physical +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mind Crit +1% Mindpower +30 (+13 eff.) Damage +3% lightning When Hit 4 lightning defense ------ Armor +1 Resistance +6% fire +5% cold A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Dex +2 Wil +2 Cun +2 Con offense ------ On-Hit 5 lightning Damage +4% lightning +3% blight Ignore resists +15% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 defense ------ Armor +2 Resistance +7% lightning +3% nature Physical save +6 (+2 eff.) Disarm Resist +32% other ------- Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +9.0% Attack Speed 125% On-crit, radius 2 +7 lightning On Hit: 10% Disarm level 3 On Hit: 10% Lightning Breath level 3 On Hit: 10% Set Up level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 6 darkness Damage +4% darkness defense ------ Armor +1 Fatigue +1% Resistance +5% darkness Spell save +3 (+1 eff.) Mind save +9 (+5 eff.) Disarm Resist +20% Knockbk Resist +10% Unarmed combat: Weapon Damage 10.0 - 14.0 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: 20% Moonlight Ray level 1 On Hit: * 6% chance to reduce damage dealt by 17% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 11.0 - 15.4 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. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 6.0 - 6.6 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 [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) On-Hit 5 physical Damage +3% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 12.0 - 13.2 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, radius 1 +5 physical On-crit, radius 2 +5 physical On Hit: 10% Sand Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun offense ------ Damage +11% lightning defense ------ Defense +1 (+0 eff.) Resistance +16% lightning Mind save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% cold A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Normal] While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +10% blight +12% darkness other ------- Light +1 A suit of armour made of leather. |
![]() 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. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Mind Crit +3% Mindpower +20 (+9 eff.) On-Hit 5 fire When Hit 4 fire defense ------ Armor +2 Fatigue +8% Mind save +15 (+8 eff.) other ------- Psi when Hit +0.12 Hate-on-crit +3.00 Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T2 arrow ammo [Random Unique] Nature/Master/Psionic Weapon Damage 28.5 - 39.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +13 Critical Rate +7.5% Capacity 13 Projectile Speed +200% On-ranged-hit +14 nature +12 cold On-Hit, radius 1 +16 cold On Hit: * 20 arcane resource burn * 10% chance to slow global speed by 47% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Con offense ------ Damage +6% nature Accuracy +10 (+3 eff.) Ignore Armor +1 defense ------ Armor +2 Defense +5 (+2 eff.) Resistance +11% nature 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 +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By Cornymonk the Cornac White Monk level 18
11st Dusk 122nd year of Ascendancy at 17:18 see stats
By Cornymonk the Cornac White Monk level 10
2nd Mirth 122nd year of Ascendancy at 07:24 see stats
By Cornymonk the Cornac White Monk level 20
27th Dusk 122nd year of Ascendancy at 07:26 see stats
By Cornymonk the Cornac White Monk level 10
3rd Mirth 122nd year of Ascendancy at 05:37 see stats
By Cornymonk the Cornac White Monk level 16
5th Flare 122nd year of Ascendancy at 18:50 see stats
By Cornymonk the Cornac White Monk level 17
2nd Dusk 122nd year of Ascendancy at 01:06 see stats
By Cornymonk the Cornac White Monk level 8
79th Pyre 122nd year of Ascendancy at 12:54 see stats
Log
Cornymonk hits Shadow for 67 physical, 6 physical, 33 light (106 total damage).
Cornymonk hits Emelunne the great wolf for (8 flat reduction), 7 light (7 total damage).
Cornymonk hits Emylratha the cave bear for 15 light damage.
Shadow casts Shadow Flames.
Shadow uses Dominate.
Cornymonk has been dominated!
Shadow misses Cornymonk.
Shadow has been set up!
Shadow hits Cornymonk for (34 flat reduction), 101 fire (101 total damage).
Bleeding from Cornymonk hits Shadow for 9 physical damage.
Bleeding from Cornymonk hits Emylratha the cave bear for 14 physical damage.
Cornymonk's bleed area effect hits Shadow for 9 physical damage.
Cornymonk's bleed area effect hits Emylratha the cave bear for 8 physical damage.
Emelunne the great wolf throws two quick punches.
Cornymonk is stunned!
Emelunne the great wolf hits Cornymonk for (34 flat reduction), 2 mind, (34 flat reduction), 7 mind (9 total damage).
Cornymonk isn't moving as defensively anymore.
Talent Deplete Spirit is ready to use.
Cornymonk uses Chakra.
Cornymonk receives 74 healing.
Emylratha the cave bear uses Willful Strike.
Emylratha the cave bear hits Cornymonk for (34 flat reduction), 103 physical (103 total damage).
Shadow has survived the set up.
Shadow casts Shadow Flames.
Shadow casts Shadow Flames.
Shadow hits Cornymonk for (34 flat reduction), 105 fire (105 total damage).
Shadow hits Cornymonk for (34 flat reduction), 101 fire (101 total damage).
Bleeding from Cornymonk hits Shadow for 8 physical damage.
Cornymonk the level 20 cornac white monk was boiled to death by a shadow on level 1 of Old Forest.