








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 16 / 71% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 36 (base 13) |
| Dexterity | 43 (base 37) |
| Constitution | 32 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 51 (base 37) |
Resources
| Life | 516/516 |
| Stamina | 175/175 |
| Healing Factor | 1.3924420161895 |
| Regeneration | 5.9178785688052 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Barehand
| Damage | 74 |
| Accuracy | 44 |
| Crit Chance | 16% |
| APR | 3 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +15% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 4 (57.718496631565%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 12 |
| Mental Save | 25 |
Defense: Resistances
| Nature | + 13%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 16%( 70%) |
| Darkness | + 15%( 70%) |
| Cold | + 36%( 70%) |
| Arcane | + 21%( 70%) |
| Mind | + 18%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 93% |
| Pinning Resistance | 52% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 51% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 37% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
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 |
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 have explored the Maze and vanquished the Minotaur. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 |
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 | traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Fatigue -5% Physical save +5 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
| On hands | steady hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats Str +2 offense ------ Physical Power +10 (+4 eff.) Accuracy +5 (+2 eff.) defense ------ Armor +2 Physical save +5 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +23% Unarmed combat: Weapon Damage 19.5 - 21.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Forestcut (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Str +2, Wil +2, Cun +3 offense ------ Mindpower +3 (+1 eff.) Ignore resists +15% light When Hit 6 nature defense ------ Armor +1 Fatigue +1% A cap made of leather. |
| Tool | dwarven-steel torque of clear mind 'Isleth' [power 2] (2/25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats Mag +2, Cun +2, Con +1 offense ------ On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Resistance +6% nature, +9% darkness Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Cun +2 defense ------ Defense +4 (+1 eff.) Life +22.00 Disarm Resist +20% Pinning Resist +23% Knockbk Resist +20% Rings make your fingers look great! |
| On fingers | voratun ring 'Boltkiss'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats Mag +5, Wil +9, Cun +7 offense ------ Mindpower +10 (+5 eff.) Damage +15% arcane When Hit 4 lightning defense ------ Resistance +15% arcane Life +28.00 Disarm Resist +50% Pinning Resist +29% Knockbk Resist +21% other ------- Infravision +2 Rings make your fingers look great! |
| Around neck | insulating steel amulet of dexterity (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Dex +3 defense ------ Resistance +10% fire, +10% cold Amulets make your neck look great! |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all, +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Light source | Drosaneg the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +12% mind Physical save +6 (+3 eff.) Healmod +22% Knockbk Resist +10% 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. |
| Cloak | Belutir (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Defense +7 (+2 eff.) Resistance +6% lightning, +6% cold Physical save +8 (+4 eff.) Life Regen +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Giba the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats Str +2 offense ------ Physical Crit +1.0% Critical power +10.00% When Hit 2 arcane defense ------ Defense +20 (+7 eff.) Fatigue -6% other ------- Encumbrance +37 Mana/turn +0.04 A belt that goes around your waist. |
Inventory
regeneration infusion of the titan (heal 169; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 169 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 187; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 187 life over 5 turns. 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. |
blink rune of the duelist (range 5; phase 16; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying steel amulet of mastery (0.14 Technique / Conditioning)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% mind Confus Resist +23% other ------- Masteries +0.14 Technique/Conditioning Amulets make your neck look great! |
restful copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
copper ring of the mind (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: offense ------ Damage +11% mind defense ------ Resistance +11% mind Rings make your fingers look great! |
psionicist's steel ring of the mountain (+10%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats Wil +2 offense ------ Damage +10% physical defense ------ Resistance +10% physical Mind save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats Cun +3 defense ------ Defense +6 (+2 eff.) Mind save +5 (+2 eff.) Confus Resist +21% Rings make your fingers look great! |
Eilinyda the voratun dagger (52-68 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Nature/Master Weapon Damage 52.5 - 68.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats Con +15, Wil +13 offense ------ Ignore Armor +2 On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Defense +5 (+2 eff.) Life +57.00 Sharp, short and deadly. |
Erelerand (15-24 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Arcane Weapon Damage 15.0 - 24.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: offense ------ Damage +9% blight Ignore Shields +10% defense ------ Physical save +3 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Massive two-handed swords. |
River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+5 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.3 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.28 cold damage and 6.62 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Hazeobeisance1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Critical power +5.00% Physical Power +3 (+1 eff.) Damage +3% mind, +9% cold Ignore resists +15% mind defense ------ Spell save +6 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
grounding rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane/Nature While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Resistance +6% lightning, +5% temporal Mind save +5 (+2 eff.) A belt that goes around your waist. |
Anarezilaneg the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +2, Dex +2, Con +1 defense ------ Defense +1 (+0 eff.) Resistance +12% acid Unlife -20.00 life other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanogamira (1 def, 4 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats Wil +2 defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +3% cold, +3% light, +9% fire Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning, +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +2, Wil +3 offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 125% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 43.00 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 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 40% Cun, 40% Dex, 40% Str 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. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 11.0 - 15.4 Physical Uses 40% Str, 40% Cun, 40% 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. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% 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. |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats Dex +3 defense ------ Armor +1 Fatigue +1% Resistance +5% lightning, +5% temporal A cap made of leather. |
iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Dex +2 defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour (3 def, 2 armour)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. |
rough leather armour of resilience (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +20.00 A suit of armour made of leather. |
11 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
68 alchemist agate0.0 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. |
3 aquamarine0.0 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +2 defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +2 defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 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. |
survivor's brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +5 (+3 eff.) Mind save +6 (+3 eff.) Healmod +11% other ------- Light +3 See Stealth +6 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
innervating steel torque of gale force [power 155] (2/15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 155 physical damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 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. |
elm wand of lightning storm 'Quenchbutcher' [power 110] (2/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Damage +6% light Ignore resists +10% cold Ignore Armor +1 other ------- Stamina/turn +3.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 ametrine0.0 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. |
11 citrine0.0 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. |
7 zircon0.0 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By piko the Thalore Brawler level 12
51st Dusk 122nd year of Ascendancy at 01:10 see stats
Level 10
Got a character to level 10.By piko the Thalore Brawler level 10
10th Mirth 122nd year of Ascendancy at 01:42 see stats
The secret city
Discovered the truth about mages.By piko the Thalore Brawler level 7
5th Mirth 122nd year of Ascendancy at 10:15 see stats
Log
Piko wears (replacing elm wand of lightning storm 'Quenchbutcher' [power 110] (4/15 cooldown)): dwarven-steel torque of clear mind 'Isleth' [power 2] (25 cooldown).
You gain 0.95 gold from the transmogrification of iron pickaxe of endurance (dig speed 36 turns).
You gain 1.51 gold from the transmogrification of hardened leather armour of fire resistance (9 def, 6 armour).
You gain 1.47 gold from the transmogrification of steel mail armour of clarity (2 def, 6 armour).
You gain 0.84 gold from the transmogrification of miner's pair of iron boots (0 def, 5 armour).
You gain 12.40 gold from the transmogrification of Deludunatir (0 def, 0 armour).
You gain 5.23 gold from the transmogrification of reinforced rough leather belt of unlife.
You gain 2.68 gold from the transmogrification of shimmering ash vilestaff (15-18 power, 3 apr, fire element).
You gain 3.26 gold from the transmogrification of shimmering ash magestaff of power (15-18 power, 3 apr, cold element).
You gain 2.56 gold from the transmogrification of potent ash magestaff of fate (18-22 power, 3 apr, arcane element).
You gain 4.68 gold from the transmogrification of cruel ash vilestaff of illumination (15-18 power, 3 apr, blight element).
You gain 3.22 gold from the transmogrification of steel longsword of the mystic (16-22 power, 3 apr).
You gain 0.50 gold from the transmogrification of steel greatsword (22-36 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatsword (26-42 power, 2 apr).
You gain 4.89 gold from the transmogrification of plaguebringer's steel greatsword (25-40 power, 2 apr).
You gain 22.61 gold from the transmogrification of Shadedredge (36-58 power, 2 apr).
You gain 13.65 gold from the transmogrification of Belokhad (10-12 power, 5 apr).
You gain 0.25 gold from the transmogrification of iron battleaxe (14-22 power, 1 apr).
You gain 3.24 gold from the transmogrification of balanced iron battleaxe (12-19 power, 1 apr).
You gain 1.60 gold from the transmogrification of starlit steel amulet.
You gain 2.96 gold from the transmogrification of stabilizing steel amulet of mastery (0.16 Technique / Grappling).
You gain 1.78 gold from the transmogrification of biting gale rune of the wizard (damage 98; dur 4; cd 23).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Piko deactivates Striking Stance.
Piko activates Striking Stance.






























































































