Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Spellsword 1.0.4This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. All Rare Monsters, All The Time 1.0.4Precisely what it says on the tin - all rare monsters, all the time, past the initial screen. This may not be a winnable game, but it'll sure enough give you all the challenge you'd ever need! Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Arcanum Class Pack 1.2.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Stoneheart 1.2.3Adds a new class: the Stoneheart! Items Vault 1.2.0Donators/Buyers bonus! Verdant Class Pack 1.2.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Tower Defense 1.1.5This addon adds a Tower Defense Campaign. --- Set in a war-torn Derth, you are all alone against an endless onslaught of enemies. You'll have to make smart use of your towers, as well as your own brawn, to survive and flourish. New Gem Types 1.2.1Adds 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! Mage Knight 1.1.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Doge Race 1.2.2Wow! Such doge! Much loot. Wow. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. The lost city of Vulcus 1.2 1.2.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Necromancy+ 1.2.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Turtle race 1.2.3This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Infinite Farportal |
Mode | Normal Roguelike |
Sex | Male |
Race | Homosuperior |
Class | Spellsword |
Level / Exp | 16 / 20% |
Size | medium |
Lifes / Deaths | Killed by Velina the greater telugoroth at level 16 on the 75th Pyre 122nd year of Ascendancy at 11:30 / 1 |
Primary Stats
Strength | 39 (base 28) |
Dexterity | 30 (base 25) |
Constitution | 17 (base 10) |
Magic | 38 (base 33) |
Willpower | 33 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -9/565 |
Mana | 175/210 |
Stamina | 94/112 |
Healing Factor | 1.1 |
Regeneration | 2.2 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +140% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 41 |
Accuracy | 43 |
Crit Chance | 26% |
APR | 7 |
Speed | 1.11 |
Offense: Offhand
Damage | 20 |
Accuracy | 43 |
Crit Chance | 25% |
APR | 7 |
Speed | 1.11 |
Offense: Spell
Spellpower | 35.45 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 32.95 |
Crit Chance | 13% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 0 |
Physical Save | 33.55 |
Spell Save | 30.175 |
Mental Save | 42 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 100% |
Disarm Resistance | 29% |
Silence Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 360 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 175 damage for 25 turns. |
Class Talents
Technique / Magical combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Blazebrand | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Lifetide | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Windcutter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stoneshield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Martial mastery | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Arcane veteran | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
talent | Spellsword Combat |
talent | Precise Strikes |
talent | Elemental Destruction |
talent | Fire Stance |
talent | Arcane Armor |
talent | Mana Focus |
talent | Arcane Stamina |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress can support: 499 more runs. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
Equipment
Quiver | Elonor (24/24, 15.5-21.7 power, 5 apr) Elonor (24/24, 15.5-21.7 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 50% Str, 70% Dex Damage type: Acid Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 24 Damage (Ranged): +12 mind / +4 acid Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
On hands | Betylaith the rough leather gloves (0 def, 5 armour) Betylaith the rough leather gloves (0 def, 5 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 5 cold Changes resistances: +3% acid / +5% cold / +3% mind Changes damage: +4% cold Silence immunity: +5% Confusion immunity: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 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 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Ring of Deception Ring of Deception1.00 Encumbrance. [Plot Item] Type: jewelry / ring It is part of a set of items. When wielded/worn: Physical power: +6 Physical save: +12 Spell save: +12 Mental save: +12 Spellpower: +6 Mindpower: +6 A black ring, with subtle illusion enchantments flowing around it. |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
In main hand | Turedublek the Abyssshine (22-28.6 power, 6 apr) Turedublek the Abyssshine (22-28.6 power, 6 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 22.0 - 28.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Accuracy: +10 Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 11% chance to cause random insanity Damage (Melee): +4 mind / +4 fire When wielded/worn: Physical power: +6 Damage when hit (Melee): 12 fire Changes stats: +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% darkness / +5% physical Disarm immunity: +9% Sharp, short and deadly. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
In off hand | Xewen the Sunbile (20-26 power, 6 apr) Xewen the Sunbile (20-26 power, 6 apr)Requires: - Magic 14 - Dexterity 14 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / ritual blade ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Mag, 45% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +10 Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 9% cold When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light / 8 temporal Changes resistances: +6% light Changes damage: +6% cold Spell crit. chance: +4% Sharp, short and deadly. |
Cloak | Emeliminor (1 def, 0 armour) Emeliminor (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Changes resistances penetration: +10% temporal Mental save: +6 Maximum psi: +30.00 Mindpower: +2 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mardachak the linen robe (0 def, 0 armour) Mardachak the linen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +4 Armour penetration: +1 Physical crit. chance: +3.0% Changes stats: +2 Str Mental save: +17 Mindpower: +3 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. Salylle the EarthdareSalylle the Earthdare Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +6% nature / +11% temporal Changes damage: +9% arcane Pinning immunity: +24% Knockback immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. copper amulet 'Brodisarak'copper amulet 'Brodisarak' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances penetration: +15% mind Talent masteries: +0.13 Spell / Stoneshield +0.13 Spell / Earth Maximum psi: +20.00 Mindpower: +2 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Mirewedge the iron dagger (9.5-12.35 power, 5 apr)Mirewedge the iron dagger (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Burst (radius 2) on crit: +4 nature When wielded/worn: Changes resistances penetration: +10% fire Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Eilineldanne the iron mace (18-25.2 power, 2 apr)Eilineldanne the iron mace (18-25.2 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.0 - 25.2 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% When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% mind Critical mult.: +5.00% Psi when hit: +0.04 Mental crit. chance: +1% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Xerudheldathra (4.5-5.85 power, 5 apr)Xerudheldathra (4.5-5.85 power, 5 apr) Requires: - Magic 10 - Dexterity 10 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / ritual blade ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Wil Changes damage: +3% mind Mana each turn: +0.12 Maximum hate: +6.00 Spellpower: +8 Spell crit. chance: +2% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. ash magestaff 'Eilinodhewen' (15-18 power, 3 apr, arcane element)ash magestaff 'Eilinodhewen' (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to cause random insanity Burst (radius 1) on hit: +4 mind When wielded/worn: Changes stats: +1 Str Changes damage: +15% arcane / +3% mind Grants telepathy: Dragon Talent granted: +1 Command Staff Physical save: +7 Spell save: +7 Mental save: +7 Spellpower: +6 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm vilestaff (10-12 power, 2 apr, fire element)elm vilestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm vilestaff 'Branigasta' (10-12 power, 2 apr, blight element)elm vilestaff 'Branigasta' (10-12 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +4 Ranged Defense: +4 Changes damage: +10% blight Talent granted: +1 Command Staff Physical save: +7 Spell save: +6 Mental save: +6 Poison immunity: +5% Maximum mana: +20.00 Spellpower: +3 Spell crit. chance: +5% Damage Shield penetration: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. iron waraxe 'Glorimira' (12-16.8 power, 2 apr)iron waraxe 'Glorimira' (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 insidious poison When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +2 Wil Light radius: +1 Infravision radius: +1 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Galoromidulin (0 def, 1 armour)Galoromidulin (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +1 Con Changes resistances: +5% arcane / +3% mind Changes damage: +12% arcane Physical save: +10 Mental save: +11 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of iron boots of uncanny dodging (3 def, 8 armour)miner's pair of iron boots of uncanny dodging (3 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +3 Ranged Defense: +3 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Brandmire (0 def, 1 armour)Brandmire (0 def, 1 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Cun / +1 Con Changes resistances: +7% blight / +6% darkness / +6% arcane Changes resistances penetration: +5% fire Damage affinity(heal): +6% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +9 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets of magic (+2) (0 def, 1 armour) umbral iron gauntlets of magic (+2) (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): 7 darkness Changes stats: +2 Mag Changes resistances: +6% darkness Changes damage: +4% darkness / +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Daimorin (0 def, 3 armour)Daimorin (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Cun Changes resistances: +6% nature Spell save: +4 Maximum life: +48.00 Mindpower: +8 Healing mod.: +14% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Delevon the Blazepride (0 def, 1 armour)Delevon the Blazepride (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% light / +3% blight Changes resistances penetration: +10% blight Changes damage: +3% blight Physical save: +12 A cap made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Mayerama (6 def, 2 armour, 35.5 block)Mayerama (6 def, 2 armour, 35.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Maximum wards: +3 lightning / +2 temporal / +3 blight / +2 fire / +2 cold Talents granted: +2 Block +1 Ward Critical mult.: +9.00% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield 'Mayiwyn' (6 def, 2 armour, 39.5 block)steel shield 'Mayiwyn' (6 def, 2 armour, 39.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 12 ice Changes stats: +3 Mag Talent granted: +2 Block Spell save: +3 Damage Shield penetration: +10% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Xanutha the quiver of ash arrows (16/16, 20-28 power, 8 apr)Xanutha the quiver of ash arrows (16/16, 20-28 power, 8 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +1.5% Capacity: 16 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Burst (radius 2) on crit: +4 physical When wielded/worn: Ammo reloads per turns: +3 Arrows are used with bows to pierce your foes to death. |
70 alchemist agate 70 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 39 turns) iron pickaxe (dig speed 39 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. iron pickaxe 'Camomas' (dig speed 30 turns)iron pickaxe 'Camomas' (dig speed 30 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +1 Str Poison immunity: +5% Pinning immunity: +10% Only die when reaching: -20.00 life Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Earuregondur the brass lantern Earuregondur the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% all / +3% cold Spell save: +7 Light radius: +3 See invisible: +6 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
This item will automatically be transmogrified when you leave the level. Isloba the pouch of iron shots (21/21, 16.5-19.8 power, 1 apr)Isloba the pouch of iron shots (21/21, 16.5-19.8 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 21 On weapon hit: * 20% chance to corrode armor On weapon crit: * wounds the target Damage (Ranged): +7 bleed / +4 mind Burst (radius 2) on crit: +8 acid Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Polytha (21/21, 20.5-24.6 power, 2 apr)Polytha (21/21, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 21 On weapon hit: * 20% chance to disease * 20% chance to cause random insanity * 25% chance to remove a magical effect Damage (Ranged): +5 nature Burst (radius 1) on hit: +8 arcane Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Noonwell [power 33] (39 cooldown)Noonwell [power 33] (39 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 4 acid Changes resistances: +12% light It can be used to teleport randomly (rad 33), placing all other charms into a 39 cooldown. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
Achievements
By Frugal the Homosuperior Spellsword level 10
74th Pyre 122nd year of Ascendancy at 11:07 see stats
Log
Frugal killed Skeleton warrior!
Velina the greater telugoroth casts Invoke Darkness.
Velina the greater telugoroth casts Summon Wisp.
Velina the greater telugoroth hits Will o' the wisp for 25 darkness damage.
Velina the greater telugoroth hits Frugal for 109 darkness damage.
Frugal hits Turtle for 5 fire, 0 mind, 1 fire, 1 cold, 0 cold, 3 fire, 1 cold (10 total damage).
Turtle is free from the ice.
Turtle recovers sight.
Velina the greater telugoroth hits Frugal for 34 cold damage.
Velina the greater telugoroth hits Turtle for 11 cold damage.
Frugal is pinned to the ground.
Turtle misses Frugal.
Gumitta the black bear hits Frugal for 6 physical damage.
Frugal performs a critical strike!
Frugal hits Turtle for 10 fire damage.
Frugal killed Turtle!
Frugal hits Will o' the wisp for 3 fire, 4 light, 2 temporal (9 total damage).
Will o' the wisp hits Frugal for 3 physical damage.
Velina the greater telugoroth hits Frugal for 34 cold damage.
Gumitta the black bear hits Frugal for 5 physical damage.
You are unable to move!
Frugal performs a critical strike!
Frugal hits Will o' the wisp for 20 fire, 1 mind, 1 fire, 1 cold, 0 cold, 6 fire, 1 cold (29 total damage).
Will o' the wisp explodes! Frugal is enveloped in frost.
Will o' the wisp hits Frugal for 159 cold damage.
Frugal is not stunned anymore.
Saving game...