







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | 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. Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Player AIoo 1.7.4This 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: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Annotated Charm Hotkeys 1.7.0Modifies the display of torques, totems and wands in the hotkeys toolbar, adding a corner image reflecting the charm's type. [NOTE: If you are using this addon in conjunction with Juggle Hotkeys on Unwield, you will need to update the latter to release 1.4.0 or higher for compatibility. Similarly, if you are using this addon in conjunction with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to update it to release 17.0.0 or higher for compatibility.] 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Technomancy Tweaks 1.7.0Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes:
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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Items Vault 1.7.0Donators/Buyers bonus! Beamerizing Beam! 1.7.4Flags magical beams appropriately and causes all such beams to benefit from wide beam targeting. Notably eye beam, dust to dust, moonlight ray, bone spear, and invoke darkness, because these are on vanilla spell-proc items, but also things that are technically beams such as sunburst and rift cutter. Visuals may be off because most of these talents do not expect themselves to be tampered in this way, but they'll damage things just fine. Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 3 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 3 on the 76th Pyre 122nd year of Ascendancy at 05:07 / 1 |
Primary Stats
| Strength | 19 (base 19) |
| Dexterity | 18 (base 18) |
| Constitution | 13 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 12 (base 11) |
Resources
| Life | -14/135 |
| Stamina | 94/108 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 25 |
| Crit Chance | 1% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 25 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Crit. mult. | +150% |
Defense: Base
| Armour (hardiness) | 5 (38.594633868923%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 7 |
| Mental Save | 8 |
Defense: Resistances
| Crit. shrug | +2% |
| All | 0%( 70%) |
| Temporal | 11%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 434% 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 Magic stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
Explore the caves below the ruins of Kor&SLATEWHITESLATE039;Pul and find out what lurks there and what treasures are to be gained! Of trolls and damp caves | active |
Equipment
| Around neck | [vs. stabilizing copper amulet of constitution (+3) (Around neck)]stabilizing copper amulet of constitution (+3) 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3(-) Con defense ------ Resistance +11%(-) temporal Pinning Resist +21% (-) Knockbk Resist +20% (-) Amulets make your neck look great! |
| In main hand | [vs. thought-forged iron mace of massacre (116% power, 2 apr) (In main hand)]thought-forged iron mace of massacre (116% power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon Reqs Str 11 [Ego] Master/Psionic Weapon Damage 116% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 (-) Critical Rate +0.5% (-) Attack Speed 100% (-) On-hit +5(-) mind On Hit: * 10% chance to reduce all saves and defense by 7 While equipped: Stats +1(-) Cun +1(-) Wil Metallic Blunt and deadly. |
| Main armor | [vs. rough leather armour (3 def, 2 armour) (Main armor)]rough leather armour (3 def, 2 armour) 9.0 Encumbrance T1 light armor Reqs Str 10 [Normal] While equipped: defense ------ Armor +2 (-) Defense +3 (+2 eff.) (-) Fatigue +6% (-) A suit of armour made of leather. |
| Light source | [vs. brass lantern (Light source)]brass lantern 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. |
| On head | [vs. iron helm (0 def, 3 armour) (On head)]iron helm (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 (-) Fatigue +5% (-) Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| In off hand | [vs. thought-forged iron mace of massacre (116% power, 2 apr) (In main hand, 1 of 2)]iron dagger (101% power, 5 apr) 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Normal] Weapon Damage 101% (-15%) Range: 1.0x-1.3x (-0.1x) Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 (+3) Critical Rate +4.0% (+3.5%) Attack Speed 100% (-) On-hit +0(-5) mind On Hit: * 0% chance to reduce all saves and defense by 7 While equipped: Stats +0(-1) Cun +0(-1) Wil Metallic Sharp, short and deadly. Tap to cycle through comparison choices |
Inventory
[vs. Infusion: Regeneration (on body)]regeneration infusion of the wizard (heal 94; 16 cd) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16(+6) Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 94(-6) life over 5(-) turns. Its effects scale with your +Magic 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 psychic (range 3; phase 12; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
psionicist&0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% acid defense ------ Resistance +22% acid Mind save +4 (+4 eff.) Rings make your fingers look great! |
rogue&0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% fire defense ------ Defense +6 (+3 eff.) Resistance +20% fire Rings make your fingers look great! |
[vs. thought-forged iron mace of massacre (116% power, 2 apr) (In main hand)]shimmering elm magestaff of might (100% power, 2 apr, arcane element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Weapon Damage 100% (-16%) Range: 1.0x-1.2x (-0.2x) Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 (-) Critical Rate +2.5% (+2.0%) Attack Speed 100% (-) On-hit +0(-5) mind On Hit: * 0% chance to reduce all saves and defense by 7 While equipped: Stats +0(-1) Cun +0(-1) Wil offense ------ Spell Crit +7% Spellpower +3 (+3 eff.) Damage +10% arcane other ------- Mana/turn +0.11 Max mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. thought-forged iron mace of massacre (116% power, 2 apr) (In main hand)]iron waraxe (103% power, 2 apr) 3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 11 [Normal] Weapon Damage 104% (-13%) Range: 1.0x-1.4x (+0.0x) Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 (-) Critical Rate +3.5% (+3.0%) Attack Speed 100% (-) On-hit +0(-5) mind On Hit: * 0% chance to reduce all saves and defense by 7 While equipped: Stats +0(-1) Cun +0(-1) Wil Metallic One-handed war axes. |
[vs. thought-forged iron mace of massacre (116% power, 2 apr) (In main hand, 1 of 2)]iron dagger (100% power, 5 apr) 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Normal] Weapon Damage 100% (-16%) Range: 1.0x-1.3x (-0.1x) Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 (+3) Critical Rate +4.0% (+3.5%) Attack Speed 100% (-) On-hit +0(-5) mind On Hit: * 0% chance to reduce all saves and defense by 7 While equipped: Stats +0(-1) Cun +0(-1) Wil Metallic Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. thought-forged iron mace of massacre (116% power, 2 apr) (In main hand, 1 of 2)]mossy mindstar of life (75% power, 12 apr, mind damage) 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature Weapon Damage 75% (-41%) Range: 1.0x-1.1x (-0.3x) Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 (+10) Critical Rate +2.5% (+2.0%) Attack Speed 100% (-) On-hit +0(-5) mind On Hit: * 0% chance to reduce all saves and defense by 7 While equipped: Stats +0(-1) Cun +0(-1) Wil offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) defense ------ Life +11.00 Life Regen +0.50 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. Tap to cycle through comparison choices |
[vs. thought-forged iron mace of massacre (116% power, 2 apr) (In main hand)]steady elm longbow of cold 4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +0 (-2) Critical Rate +0.0% (-0.5%) Attack Speed 100% (-) Range +6 On-hit +0(-5) mind On-ranged-hit +9 cold On Hit: * 0% chance to reduce all saves and defense by 7 While equipped: Stats +0(-1) Cun +0(-1) Wil offense ------ Physical Crit +2.0% Damage +12% cold Accuracy +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
quiver of elm arrows (17/17, 107% power, 5 apr)3.0 Encumbrance T1 arrow ammo Reqs Dex 11 [Normal] Weapon Damage 107% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
pouch of iron shots (22/22, 110% power, 1 apr)3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Normal] Weapon Damage 110% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 22 Metallic Shots are used with slings to pummel your foes to death. |
slimey pouch of iron shots of persecution (14/14, 104% power, 1 apr)3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Ego] Disrupt Weapon Damage 105% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 14 Damage Against +6% Unnatural +5% Unliving On Hit: * 6% chance to slow global speed by 32% Metallic Shots are used with slings to pummel your foes to death. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]shimmering linen robe of darkness (+16%) (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% arcane +11% darkness defense ------ Armor +0 (-2) Defense +0 (+0 eff.) (-3 (-2 eff.)) Fatigue +0% (-6%) Resistance +16% darkness +7% all other ------- Max mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
restful iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +11.00 Unarmed combat: Weapon Damage 111% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Nightmare level 1 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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
Log
bonk hits Skeleton magus for 25 physical, 39 physical, 5 mind (69 total damage).
Arcane crystal casts Elemental Bolt!
Skeleton magus misses bonk.
Bonk is recovering from the damage!
Bonk is on fire!
Skeleton magus&fbd578LASTLIGHT_REDLASTLASTLIGHT_REDLASTLASTLIGHT_REDLASTLIGHT_REDLASTLIGHT_REDLASTLIGHT_REDLASTLIGHT_REDLASTLIGHT_REDLASTInfusion: Healing.
bonk receives 51 healing from Infusion: Healing.
Bonk picks up (e.): rogue&LASTLASTFlame.
Skeleton magus&fbd578LASTLIGHT_REDLASTLASTfbd578LASTLIGHT_REDLASTLASTLASTInfusion: Wild.
Bonk stops burning.
Bonk is cured!
Bonk lessens the pain.
Bonk uses Infusion: Regeneration.
Bonk starts regenerating health quickly.
Skeleton magus casts Manathrust.
Skeleton magus hits bonk for 45 arcane damage.
bonk the level 3 cornac marauder was mana-torn to death by a skeleton magus on level 1 of collapsed tower.
=====================
Damage dealt
=====================
3,632 physical
45 mind
=====================
Damage taken
=====================
192 nature
169 fire
113 physical
99 darkness
84 arcane
78 cold
60 acid
39 light



































































