Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. 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! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Items Vault 1.3.0Donators/Buyers bonus! 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. 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:
Steamtech UI 1.1.4 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Dualist 1.2.3Adds a new class that's focus is raising defense and dual weapons. And the name contains a pun. 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 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. 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. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Doge Race 1.2.2Wow! Such doge! Much loot. Wow. 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 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Skeleton |
Class | Brawler |
Level / Exp | 52 / 97% |
Size | medium |
Lifes / Deaths | Killed by Vorunn the ink squid at level 52 on the 59th Dusk 122nd year of Ascendancy at 20:41 / 2Killed by skeleton mage at level 52 on the 59th Dusk 122nd year of Ascendancy at 20:51 |
Primary Stats
Strength | 102 (base 62) |
Dexterity | 85 (base 62) |
Constitution | 93 (base 62) |
Magic | 22 (base 10) |
Willpower | 45 (base 28) |
Cunning | 73 (base 60) |
Resources
Life | -38/1719 |
Stamina | 340/340 |
Equilibrium | 0 |
Healing Factor | 1.3 |
Regeneration | 11.889998200579 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +24.172421493586% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 17 |
See Invisible | 17 |
Offense: Barehand
Damage | 93 |
Accuracy | 66 |
Crit Chance | 22% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 43.9 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 56 (64.2%) |
Defense | 46.351945016921 |
Ranged Defense | 46.351945016921 |
Fatigue | 5.1125 |
Physical Save | 67.03125 |
Spell Save | 63.70625 |
Mental Save | 53.725 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 15% |
Bleed Resistance | 100% |
Confusion Resistance | 91% |
Fear Resistance | 100% |
Stun Resistance | 5% |
Poison Resistance | 100% |
Blind Resistance | 41% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
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
Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
beneficial effect | Has a 53% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.2 throws remaining) Grappling Defensively |
beneficial effect | Countering melee attacks: Has a 52% chance to get an automatic counter attack when avoiding a melee attack. (1.0 counters remaining) Counter Attacking |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by Tirieti. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed snow giant kidney. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." Press to compare |
On hands | earth turtle's small tauntlets (0 def, 2 armour) earth turtle's small tauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Damage (Melee): 5 physical Changes resistances: +5% physical Changes damage: +3% physical Talent granted: +1 Block Physical save: +5 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Tauntlets behave like a shield, and allow you to block attacks. 9 block power. When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 80% Con, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 100% When this weapon hits: Earthen Explosion (20% chance level 1). Burst (radius 2) on crit: +6 physical A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
On head | prismatic iron helm of the depths (0 def, 3 armour) prismatic iron helm of the depths (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 resistances: +6% cold / +11% light / +11% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. Press to compare |
On fingers | Spidermistress SpidermistressPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 12 blight Changes stats: +12 Mag / +7 Wil / +4 Cun Changes resistances: +12% blight Changes damage: +12% blight Physical save: +16 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +14 (+5 eff.) Blindness immunity: +36% Spellpower: +23 (+9 eff.) Infravision radius: +5 See stealth: +17 See invisible: +17 Rings can have magical properties. Press to compare |
On fingers | Vorynne the copper ring Vorynne the copper ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +22% lightning / +3% light / +6% blight / +10% nature / +5% arcane Changes damage: +11% lightning Physical save: +25 (+6 eff.) Blindness immunity: +5% Poison immunity: +12% Disease immunity: +13% Pinning immunity: +15% Stun/Freeze immunity: +5% Rings can have magical properties. Press to compare |
Around neck | mindweaver's gold amulet of strength (+4) mindweaver's gold amulet of strength (+4)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Wil Mental save: +7 (+2 eff.) Confusion immunity: +16% Mindpower: +6 (+2 eff.) Amulets can have magical properties. Press to compare |
Main armor | Turtleneck (-15 def, 50 armour) Turtleneck (-15 def, 50 armour)Requires: - Constitution 18 3.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +50 Defense: -15 (-8 eff.) Fatigue: +7% Changes resistances: +45% mind / +45% cold Physical save: +33 (+8 eff.) Spell save: +33 (+8 eff.) Mental save: +33 (+10 eff.) Confusion immunity: +75% It can be used to activate talent Dream Walk (costing 10 power out of 20/20) : Effective talent level: 5.0 Power cost: 10 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You move through the dream world, reappearing near the target location (2 teleport accuracy). If the target is a sleeping creature, you'll instead appear as close to them as possible. Despite it's name, the TurtleNeck is made from 0% real turtles! Or so the granny who knitted it claimed. You feel sleepy when you wear it, and can see glimpses of the dreamworld. Press to compare |
Light source | alchemist's lamp of focus alchemist's lamp of focusInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes damage: +7% mind Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. Press to compare |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. lightning rune (304 lightning damage)lightning rune (304 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 101.38 to 304.14 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. serendipitous steel amulet of constitution (+10)serendipitous steel amulet of constitution (+10) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+4 eff.) Changes stats: +10 Lck / +5 Con Reduce all damage from unseen attackers: 13% Amulets can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. grounding gold amulet of visiongrounding gold amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% lightning Blindness immunity: +18% Stun/Freeze immunity: +32% Infravision radius: +7 Sight radius: +2 See invisible: +10 Amulets can have magical properties. Press to compare |
savage's copper ring savage's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+3 eff.) Maximum stamina: +12.00 Rings can have magical properties. Press to compare |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. Press to compare |
gladiator's steel ring of blinding strikes gladiator's steel ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 12% chance to blind Effects on ranged hit: * 17% chance to blind Changes stats: +6 Str / +6 Con Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword (22.5-36 power, 2 apr)balanced steel greatsword (22.5-36 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+6 eff.) Disarm immunity: +45% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thunderous steel greatsword of evisceration (25-40 power, 2 apr)thunderous steel greatsword of evisceration (25-40 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 24% chance to daze On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +5 Dex / +5 Mag / +3 Wil / +3 Cun / +5 Con Changes resistances penetration: +12% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel waraxe of nature (20-28 power, 4 apr)inquisitor's dwarven-steel waraxe of nature (20-28 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 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% On weapon hit: * 19 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +11% nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. parasitic vined mindstar of venom (4.5-4.95 power, 18 apr, mind damage)parasitic vined mindstar of venom (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 acid Changes resistances: +9% acid Changes resistances penetration: +7% acid Changes damage: +10% acid Life regen: +1.00 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Life leech chance: +12% Life leech: +10% 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of clarity (3 def, 8 armour)dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +8% mind Mental save: +18 (+6 eff.) A suit of armour made of mail. Press to compare |
blurring rough leather belt of life blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +6 Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. Press to compare |
scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour) scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Spellpower: +3 (+2 eff.) A pair of boots made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. warlord's dwarven-steel helm of ire (0 def, 4 armour)warlord's dwarven-steel helm of ire (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +10 Str / +6 Wil / +4 Con Changes resistances: +11% physical Physical save: +21 (+5 eff.) Mental save: +9 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
3 nuummite 3 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
2 verdite 2 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
lapis lazuli 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. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. quiet dwarven-steel torque of mindblast [power 225] (6 cooldown)quiet dwarven-steel torque of mindblast [power 225] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to fire a blast of psionic energies in a range 8 beam (dam 112-225), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Achievements
By Tirieti the Skeleton Brawler level 25
51st Dusk 122nd year of Ascendancy at 06:40 see stats
By Tirieti the Skeleton Brawler level 10
38th Dusk 122nd year of Ascendancy at 09:54 see stats
By Tirieti the Skeleton Brawler level 20
50th Dusk 122nd year of Ascendancy at 06:56 see stats
By Tirieti the Skeleton Brawler level 30
56th Dusk 122nd year of Ascendancy at 11:06 see stats
By Tirieti the Skeleton Brawler level 40
57th Dusk 122nd year of Ascendancy at 15:24 see stats
By Tirieti the Skeleton Brawler level 50
58th Dusk 122nd year of Ascendancy at 06:35 see stats
By Tirieti the Skeleton Brawler level 8
3rd Summertide 122nd year of Ascendancy at 18:59 see stats
By Tirieti the Skeleton Brawler level 48
58th Dusk 122nd year of Ascendancy at 04:58 see stats
By Tirieti the Skeleton Brawler level 9
37th Dusk 122nd year of Ascendancy at 14:01 see stats
By Tirieti the Skeleton Brawler level 15
42nd Dusk 122nd year of Ascendancy at 22:11 see stats
By Tirieti the Skeleton Brawler level 52
59th Dusk 122nd year of Ascendancy at 20:41 see stats
Log
Talent Flurry of Fists is ready to use.
Talent Combination Kick is ready to use.
Tirieti hits Eternal bone giant for 10 physical, 1 physical (11 total damage).
Tirieti hits Ghast for 68 physical, 4 physical (73 total damage).
Tirieti hits Skeleton mage for 111 physical, 4 physical, (slow 40%), 68 physical, 4 physical (188 total damage).
Tirieti hits Skeleton mage for 68 physical, 4 physical (73 total damage).
Tirieti hits Vorunn the ink squid for 45 physical, 3 physical (48 total damage).
Tirieti hits Skeleton master archer for 34 physical damage.
Vorunn the ink squid speeds up.
Vorunn the ink squid casts Invoke Darkness.
Skeleton mage misses Tirieti.
Tirieti counters the attack!
Tirieti performs a melee critical strike against Skeleton mage!
Vorunn the ink squid hits Tirieti for 172 darkness damage.
Tirieti hits Eternal bone giant for 1 physical damage.
Tirieti hits Ghast for 4 physical damage.
Tirieti hits Skeleton mage for 142 physical, 4 physical, (slow 40%), 4 physical, 92 physical, 4 physical, (slow 40%) (246 total damage).
Tirieti hits Skeleton mage for 4 physical damage.
Tirieti hits Vorunn the ink squid for 3 physical damage.
Eternal bone giant receives 72 healing from Ghast's purging blight area effect.
Skeleton master archer receives 72 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Forgery of Haze (Vorunn the ink squid) for 11 blight damage.
Skeleton mage receives 72 healing from Ghast's purging blight area effect.
Tirieti receives 93 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Vorunn the ink squid for 0 blight damage.
Ghast receives 72 healing from Ghast's purging blight area effect.
Ghast hits Tirieti for 19 physical damage.
Tirieti hits Ghast for 7 blight damage.
Skeleton mage casts Manathrust.
Saving game...