Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Auto-Transmo Gems 1.1.0Adds 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. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. Improved Auto-explore and Rest 1.3.1Quality 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. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Steamtech UI 1.1.4 Items Vault 1.3.0Donators/Buyers bonus! Archreaver 1.2.3Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. Ashes of Urh'Rok 1.2.4Official 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:
Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Inventory Sort Order 1.0.6Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Arena |
Mode | Normal Exploration |
Sex | Male |
Race | Ghoul |
Class | Reaver |
Level / Exp | 21 / 38% |
Size | medium |
Lifes / Deaths | Killed by naga myrmidon at level 21 on the 77th Pyre 122nd year of Ascendancy at 00:16 / 1 |
Primary Stats
Strength | 42 (base 25) |
Dexterity | 14 (base 11) |
Constitution | 46 (base 25) |
Magic | 51 (base 48) |
Willpower | 10 (base 10) |
Cunning | 9 (base 10) |
Resources
Life | -29/733 |
Vim | 82/90 |
Healing Factor | 1.14 |
Regeneration | 2.907 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 58 |
Accuracy | 26 |
Crit Chance | 4% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 26 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38.242305735974 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 10.6 |
Crit Chance | 2% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 7.3170991584505 (81.030927835052%) |
Defense | 16.4 |
Ranged Defense | 16.4 |
Fatigue | 28 |
Physical Save | 24.536049579225 |
Spell Save | 1.6220991584505 |
Mental Save | 0 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 24% |
Bleed Resistance | 100% |
Disarm Resistance | 48% |
Fear Resistance | 100% |
Stun Resistance | 75% |
Poison Resistance | 80% |
Knockback Resistance | 49% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 244 life, and cure one cut or wound effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Ruin |
talent | Bone Shield |
beneficial effect | The target is in a magical frenzy, improving spellpower by 5. Bloodlust |
detrimental effect | The target's armour and saves are broken, reducing them by 21. Sunder Armour |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
On feet | restorative pair of dwarven-steel boots of rushing (0 def, 4 armour) restorative pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Con Life regen: +2.30 Healing mod.: +14% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | stabilizing rough leather cap (0 def, 1 armour) stabilizing rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +10 (+5 eff.) A cap made of leather. |
Tool | bright yew wand of conjuration [power 211] (10 cooldown) bright yew wand of conjuration [power 211] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum pos.energy: +9.00 Light radius: +1 It can be used to fire a bolt of a random element (dam 106-211), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Rings can have magical properties. |
On fingers | gold ring of tenacity gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +24% Maximum life: +25.00 Rings can have magical properties. |
Around neck | serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +7 (+5 eff.) Changes stats: +5 Lck Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
In main hand | stralite mace of amnesia (35-49 power, 5 apr) stralite mace of amnesia (35-49 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Blunt and deadly. |
On hands | umbral iron gauntlets of magic (+3) (0 def, 1 armour) umbral iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes stats: +3 Mag Changes resistances: +6% darkness Changes damage: +3% arcane / +4% darkness When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% On weapon hit: * 6% chance to inflict damage reduction Damage (Melee): +6 arcane Burst (radius 2) on crit: +5 arcane Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | arcing dwarven-steel longsword (23-32.2 power, 4 apr) arcing dwarven-steel longsword (23-32.2 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning Sharp, long, and deadly. |
Cloak | regal linen cloak of Eldoral (1 def, 0 armour) regal linen cloak of Eldoral (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +2 Wil / +1 Cun Mental save: +6 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel plate armour of the dragon (5 def, 11 armour) dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+4 eff.) Fatigue: +24% Changes stats: +2 Str / +1 Con Changes resistances: +7% acid / +7% physical / +7% cold / +7% lightning / +9% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +25% Knockback immunity: +25% A suit of armour made of metal plates. |
Inventory
starlit steel amulet of dexterity (+3) starlit steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% light / +14% darkness Blindness immunity: +20% Amulets can have magical properties. |
warrior's gold amulet warrior's gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +7% physical Stamina each turn: +0.40 Amulets can have magical properties. |
conjurer's steel ring of blinding strikes conjurer's steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 16% chance to blind Effects on ranged hit: * 12% chance to blind Changes stats: +5 Mag / +4 Wil Spellpower: +6 (+3 eff.) Rings can have magical properties. |
solipsist's steel ring of the mountain (+11%) solipsist's steel ring of the mountain (+11%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +11% physical Changes damage: +11% physical Mindpower: +5 (+5 eff.) Rings can have magical properties. |
wizard's steel ring of clarity wizard's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+4 eff.) Mental save: +6 (+0 eff.) Confusion immunity: +20% Rings can have magical properties. |
rogue's gold ring of fire (+20%) rogue's gold ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+5 eff.) Changes stats: +3 Cun Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
foul gleaming aurastone foul gleaming aurastoneRequires: - Magic 25 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 3 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 20% Mag Damage type: Physical Additonal Strike on hit (costing 2 mana): Base power: 3.0 - 3.3 Uses stat: 20% Mag Damage type: Blight Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -40.0% Burst (radius 1) on hit: +7 blight A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
shocking gleaming aurastone shocking gleaming aurastoneRequires: - Magic 25 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 3 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 20% Mag Damage type: Physical Additonal Strike on hit (costing 2 mana): Base power: 3.0 - 3.3 Uses stat: 20% Mag Damage type: Lightning Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -40.0% Burst (radius 1) on hit: +5 lightning A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
cutting dwarven-steel dagger of erosion (20-26 power, 7 apr) cutting dwarven-steel dagger of erosion (20-26 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +6 nature / +6 temporal Sharp, short and deadly. |
iron mace of projection (13-18.2 power, 2 apr) iron mace of projection (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
enlightened thorny mindstar of the jelly (8-8.8 power, 24 apr, nature damage) enlightened thorny mindstar of the jelly (8-8.8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% light / +10% mind Changes damage: +4% acid Equilibrium when hit: +0.80 Mindpower: +6 (+6 eff.) Mental crit. chance: +3% See stealth: +11 See invisible: +9 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. |
acidic iron spear of massacre (16-22.4 power, 4 apr) acidic iron spear of massacre (16-22.4 power, 4 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / spear ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Thrust Range: 2 A spear. |
Staff of Destruction (20-24 power, 4 apr, physical element) Staff of Destruction (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+4 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
deep-steel trident of purging (28.5-45.6 power, 10 apr) deep-steel trident of purging (28.5-45.6 power, 10 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.5 - 45.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
dwarven-steel waraxe (18.5-25.9 power, 4 apr) dwarven-steel waraxe (18.5-25.9 power, 4 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of hardened leather boots of uncanny dodging (4 def, 3 armour) scholar's pair of hardened leather boots of uncanny dodging (4 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +3% Spellpower: +3 (+2 eff.) A pair of boots made of leather. |
Ulobar (2 def, 6 armour) Ulobar (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +16% fire / +18% cold / +6% mind / +5% arcane Changes resistances penetration: +10% arcane Mental save: +13 (+6 eff.) A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour) radiant steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +10% blight / +12% darkness Light radius: +1 A suit of armour made of mail. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
299 alchemist agate 299 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
quick dwarven-steel torque of kinetic psionic shield [power 45] (16 cooldown) quick dwarven-steel torque of kinetic psionic shield [power 45] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
defiled elm wand of conjuration [power 97] (10 cooldown) defiled elm wand of conjuration [power 97] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Maximum vim: +7.00 It can be used to fire a bolt of a random element (dam 48-97), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Goreran the Ghoul Reaver level 17
76th Pyre 122nd year of Ascendancy at 02:16 see stats
By Goreran the Ghoul Reaver level 10
75th Pyre 122nd year of Ascendancy at 04:45 see stats
By Goreran the Ghoul Reaver level 20
76th Pyre 122nd year of Ascendancy at 14:28 see stats
Log
Naga myrmidon rushes out!
Naga myrmidon hits Goreran for 105 physical damage.
You pickup 1.00 gold pieces.
Dremling's skin returns to normal.
Naga myrmidon uses Infusion: Regeneration.
Naga myrmidon starts regenerating health quickly.
Goreran drains life from Naga myrmidon!
Goreran misses Naga myrmidon.
Dremling misses Goreran.
Goreran hits Naga myrmidon for 56 physical, 5 darkness, 19 blight (81 total damage).
Goreran receives 9 healing from Naga myrmidon.
Naga myrmidon uses Stunning Blow.
Goreran resists the stunning blow!
Naga myrmidon hits Goreran for 167 physical damage.
Naga myrmidon rushes out!
Naga myrmidon hits Goreran for 119 physical damage.
Dremling misses Goreran.
Goreran drains life from Naga myrmidon!
Goreran misses Naga myrmidon.
Goreran hits Naga myrmidon for 56 physical, 5 darkness, 19 blight (80 total damage).
Goreran receives 8 healing from Naga myrmidon.
Naga myrmidon rushes out!
Naga myrmidon hits Goreran for 134 physical damage.
Goreran the level 21 ghoul reaver was bled to death by a naga myrmidon on level 27 of The Arena.
Naga myrmidon killed Goreran!
Goreran deactivates Bone Shield.
Goreran deactivates Ruin.