Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Doge Race 1.2.2Wow! Such doge! Much loot. Wow. Spellsword 1.3.0This 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. Items Vault 1.3.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Steamtech UI 1.1.4 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:
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 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Doge |
Class | Spellsword |
Level / Exp | 36 / 18% |
Size | medium |
Lifes / Deaths | Killed by rogue at level 2 on the 74th Pyre 122nd year of Ascendancy at 14:18 / 68Killed by Bill the Stone Troll at level 8 on the 77th Pyre 122nd year of Ascendancy at 16:27 Killed by Islotha the thief at level 10 on the 79th Pyre 122nd year of Ascendancy at 05:42 Killed by Islotha the thief at level 10 on the 79th Pyre 122nd year of Ascendancy at 09:54 Killed by The Possessed at level 15 on the 3rd Mirth 122nd year of Ascendancy at 00:25 Killed by Layomissra the giant fire ant at level 15 on the 1st Summertide 122nd year of Ascendancy at 03:13 Killed by Ariserialaith the thief at level 16 on the 4th Dusk 122nd year of Ascendancy at 18:41 Killed by Ariserialaith the thief at level 16 on the 4th Dusk 122nd year of Ascendancy at 22:46 Killed by Ariserialaith the thief at level 16 on the 5th Dusk 122nd year of Ascendancy at 03:01 Killed by Ariserialaith the thief at level 16 on the 5th Dusk 122nd year of Ascendancy at 07:04 Killed by Ariserialaith the thief at level 16 on the 5th Dusk 122nd year of Ascendancy at 11:18 Killed by shadowblade at level 17 on the 6th Dusk 122nd year of Ascendancy at 00:23 Killed by Assassin Lord at level 17 on the 6th Dusk 122nd year of Ascendancy at 04:23 Killed by bandit at level 17 on the 6th Dusk 122nd year of Ascendancy at 08:21 Killed by bandit at level 17 on the 6th Dusk 122nd year of Ascendancy at 12:23 Killed by bandit at level 17 on the 6th Dusk 122nd year of Ascendancy at 20:25 Killed by Assassin Lord at level 18 on the 7th Dusk 122nd year of Ascendancy at 04:30 Killed by Assassin Lord at level 18 on the 7th Dusk 122nd year of Ascendancy at 08:34 Killed by elven blood mage at level 18 on the 16th Dusk 122nd year of Ascendancy at 20:16 Killed by degenerated skeleton warrior at level 18 on the 17th Dusk 122nd year of Ascendancy at 18:24 Killed by skeleton master archer at level 20 on the 18th Dusk 122nd year of Ascendancy at 05:02 Killed by skeleton master archer at level 20 on the 18th Dusk 122nd year of Ascendancy at 13:10 Killed by skeleton warrior at level 20 on the 18th Dusk 122nd year of Ascendancy at 19:47 Killed by master vampire at level 21 on the 19th Dusk 122nd year of Ascendancy at 00:07 Killed by mountain troll thunderer at level 21 on the 19th Dusk 122nd year of Ascendancy at 01:02 Killed by skeleton archer at level 23 on the 19th Dusk 122nd year of Ascendancy at 06:46 Killed by Cyryta the blue ooze at level 24 on the 19th Dusk 122nd year of Ascendancy at 11:19 Killed by Cyryta the blue ooze at level 24 on the 19th Dusk 122nd year of Ascendancy at 12:46 Killed by Cyryta the blue ooze at level 24 on the 19th Dusk 122nd year of Ascendancy at 13:47 Killed by Cyryta the blue ooze at level 24 on the 19th Dusk 122nd year of Ascendancy at 14:08 Killed by Cyryta the blue ooze at level 24 on the 19th Dusk 122nd year of Ascendancy at 15:09 Killed by Cyryta the blue ooze's temporal clone at level 24 on the 19th Dusk 122nd year of Ascendancy at 16:10 Killed by ghoul at level 24 on the 19th Dusk 122nd year of Ascendancy at 23:56 Killed by hornet swarm at level 25 on the 20th Dusk 122nd year of Ascendancy at 00:40 Killed by vampire at level 26 on the 20th Dusk 122nd year of Ascendancy at 02:53 Killed by daelach at level 29 on the 20th Dusk 122nd year of Ascendancy at 11:20 Killed by daelach at level 29 on the 20th Dusk 122nd year of Ascendancy at 11:45 Killed by daelach at level 29 on the 20th Dusk 122nd year of Ascendancy at 12:25 Killed by daelach at level 29 on the 20th Dusk 122nd year of Ascendancy at 16:58 Killed by daelach at level 29 on the 20th Dusk 122nd year of Ascendancy at 17:38 Killed by daelach at level 29 on the 20th Dusk 122nd year of Ascendancy at 18:12 Killed by luminous horror at level 30 on the 21st Dusk 122nd year of Ascendancy at 07:41 Killed by radiant horror at level 30 on the 21st Dusk 122nd year of Ascendancy at 08:31 Killed by lava floor at level 30 on the 21st Dusk 122nd year of Ascendancy at 09:11 Killed by radiant horror at level 30 on the 21st Dusk 122nd year of Ascendancy at 09:54 Killed by radiant horror at level 30 on the 21st Dusk 122nd year of Ascendancy at 10:41 Killed by dolleg at level 30 on the 21st Dusk 122nd year of Ascendancy at 15:51 Killed by skeleton warrior at level 31 on the 22nd Dusk 122nd year of Ascendancy at 15:09 Killed by Zubirin the dredgling at level 32 on the 22nd Dusk 122nd year of Ascendancy at 17:53 Killed by Zubirin the dredgling at level 32 on the 22nd Dusk 122nd year of Ascendancy at 18:32 Killed by Xanobredhewen the vampire at level 33 on the 22nd Dusk 122nd year of Ascendancy at 21:35 Killed by Xanobredhewen the vampire at level 33 on the 22nd Dusk 122nd year of Ascendancy at 22:10 Killed by Xanobredhewen the vampire at level 33 on the 22nd Dusk 122nd year of Ascendancy at 22:47 Killed by Xanobredhewen the vampire at level 33 on the 22nd Dusk 122nd year of Ascendancy at 23:20 Killed by Xanobredhewen the vampire at level 33 on the 23rd Dusk 122nd year of Ascendancy at 06:14 Killed by Xanobredhewen the vampire at level 33 on the 23rd Dusk 122nd year of Ascendancy at 06:44 Killed by Xanobredhewen the vampire at level 33 on the 23rd Dusk 122nd year of Ascendancy at 07:26 Killed by elven cultist at level 33 on the 28th Dusk 122nd year of Ascendancy at 16:33 Killed by elven cultist at level 33 on the 28th Dusk 122nd year of Ascendancy at 17:19 Killed by Lisinor the elven corruptor at level 33 on the 29th Dusk 122nd year of Ascendancy at 06:11 Killed by Lisinor the elven corruptor at level 34 on the 29th Dusk 122nd year of Ascendancy at 06:37 Killed by Glorariba the mean looking elven guard at level 35 on the 29th Dusk 122nd year of Ascendancy at 10:06 Killed by elven blood mage at level 35 on the 29th Dusk 122nd year of Ascendancy at 10:39 Killed by snow giant thunderer at level 36 on the 59th Dusk 122nd year of Ascendancy at 15:57 Killed by Veletta the slaver at level 36 on the 39th Haze 122nd year of Ascendancy at 12:50 Killed by Elmil the thalore at level 36 on the 51st Haze 122nd year of Ascendancy at 00:12 Killed by Adekira the blade horror at level 36 on the 8th Allure 123rd year of Ascendancy at 21:42 Killed by alchemist golem at level 36 on the 9th Allure 123rd year of Ascendancy at 20:34 |
Primary Stats
Strength | 50 (base 39) |
Dexterity | 44 (base 40) |
Constitution | 39 (base 29) |
Magic | 57 (base 48) |
Willpower | 22 (base 10) |
Cunning | 25 (base 11) |
Resources
Life | 1028/1028 |
Mana | 428/428 |
Stamina | 235/235 |
Positive | 30/155 |
Healing Factor | 1.25 |
Regeneration | 0.3125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Stealth | 14 |
See Invisible | 15 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 51 |
Accuracy | 47 |
Crit Chance | 18% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61.508203682516 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 33.2 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 1 (30%) |
Defense | 13.9 |
Ranged Defense | 13.9 |
Fatigue | 0 |
Physical Save | 25.575 |
Spell Save | 23.825 |
Mental Save | 24.225 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stoneshield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Windcutter | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Blazebrand | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Lifetide | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Arcane veteran | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost warrior from death by wolf. Escort: lost warrior (level 2 of Trollmire) | failed |
You failed to protect the temporal explorer from death by snow giant. Escort: temporal explorer (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 Alchemists | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+4 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | Notorath NotorathPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +2 Str / +2 Dex / +4 Mag / +5 Wil / +8 Cun / +4 Con Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Spellpower: +16 (+4 eff.) Mindpower: +14 (+7 eff.) Rings can have magical properties. |
Quiver | plaguebringer's quiver of yew arrows of crippling (24/24, 139% power, 10 apr) plaguebringer's quiver of yew arrows of crippling (24/24, 139% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +9.0% Capacity: 24 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 6% chance to disease On weapon crit: * cripple the target Damage (Ranged): +10 blight Arrows are used with bows to pierce your foes to death. |
Main armor | linen robe 'Flashdream' (0 def, 0 armour) linen robe 'Flashdream' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Cun Changes resistances: +11% acid / +13% physical / +6% light / +12% fire / +12% mind / +12% cold Changes resistances penetration: +6% temporal / +7% physical Changes damage: +7% acid / +15% physical / +8% temporal / +12% arcane / +7% cold / +12% mind / +7% fire Talent cooldown: Refit Golem (-3 turns) Critical mult.: +12.00% Maximum encumbrance: +10 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Only die when reaching: -20.00 life Maximum life: +40.00 Maximum mana: +23.00 Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 32% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Arutir the brass lantern Arutir the brass lanternInfused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% mind Mental save: +12 (+6 eff.) Confusion immunity: +15% Stun/Freeze immunity: +30% Light radius: +2 See stealth: +14 See invisible: +15 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 | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.05 to 102.16 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
In main hand | cruel elven-wood vilestaff of invocation (129% power, 5 apr, blight element) cruel elven-wood vilestaff of invocation (129% power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +19 (+5 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 50.70 - 60.84 blight damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
warrior's gold amulet warrior's gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% physical Stamina each turn: +0.20 Amulets can have magical properties. |
balanced iron battleaxe of massacre (126% power, 1 apr) balanced iron battleaxe of massacre (126% power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 127% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+8 eff.) Disarm immunity: +28% Massive two-handed battleaxes. |
Cloudgrit the voratun dagger (148% power, 9 apr) Cloudgrit the voratun dagger (148% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +35 insidious poison Burst (radius 1) on hit: +8 lightning When wielded/worn: Armour penetration: +11 Changes stats: +4 Str / +3 Dex / +6 Mag / +3 Wil / +8 Cun / +2 Con Changes resistances: +8% all Changes resistances penetration: +10% lightning / +9% physical / +11% nature Changes damage: +11% physical Light radius: +3 Infravision radius: +1 Sharp, short and deadly. |
iron dagger (101% power, 5 apr) iron dagger (101% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
iron greatsword (112% power, 1 apr) iron greatsword (112% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 112% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
iron longsword (103% power, 2 apr) iron longsword (103% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 198.89 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
wyrm's mossy mindstar of frost (77% power, 12 apr, mind damage) wyrm's mossy mindstar of frost (77% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural frost should be returned to the wyrm. The natural wyrm seeks an element. Power: 77% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 5 ice / 2 physical / 3 lightning / 3 fire / 2 acid / 3 cold Changes resistances: +2% lightning / +3% physical / +3% fire / +2% acid / +6% cold Changes resistances penetration: +5% cold Changes damage: +4% cold Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
Bregechak the ash vilestaff (111% power, 3 apr, physical element) Bregechak the ash vilestaff (111% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% 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% Damage (Melee): +12 physical When wielded/worn: Armour: +8 Defense: +8 (+7 eff.) Changes stats: +1 Mag / +3 Wil Maximum wards: +3 physical Changes damage: +15% physical Talents granted: +3 Ward +1 Command Staff Maximum encumbrance: +30 Mental save: +18 (+9 eff.) Maximum mana: +34.00 Maximum hate: +6.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +9% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (100% power, 0 apr, physical element) Kor's Fall (100% power, 0 apr, physical element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 160% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 150.22 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Lelaran (111% power, 3 apr, physical element) Lelaran (111% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 130% 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% Damage Shield penetration (this weapon only): +40% When wielded/worn: Changes damage: +6% blight / +15% physical / +9% arcane Talent granted: +1 Command Staff Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Arasewe the Shinenaught (117% power, 2 apr) Arasewe the Shinenaught (117% power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 117% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% On weapon hit: * 20% chance to blind Damage (Melee): +12 light / +7 temporal / +8 nature Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Physical power: +7 (+3 eff.) Damage when hit (Melee): 12 light Changes stats: +2 Dex / +2 Con Changes resistances penetration: +10% mind / +7% physical Changes damage: +12% light Critical mult.: +12.00% Disarm immunity: +14% One-handed war axes. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven cashmere robe of power (2 def, 0 armour) mindwoven cashmere robe of power (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes damage: +10% all Mental save: +18 (+9 eff.) Spellpower: +12 (+3 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hathyruintir the pair of iron boots (0 def, 3 armour) Hathyruintir the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +3 Cun / +3 Dex Maximum encumbrance: +26 Physical save: +7 (+4 eff.) Spell save: +25 (+13 eff.) Pinning immunity: +10% Knockback immunity: +50% Movement speed: +60% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Bethiriavea' (0 def, 3 armour) pair of iron boots 'Bethiriavea' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 mind / 4 blight Changes stats: +3 Wil / +2 Cun / +5 Con Changes resistances: +7% lightning / +7% temporal / +12% blight / +7% fire / +3% mind / +7% cold Changes resistances penetration: +5% mind / +6% physical Changes damage: +6% mind Physical save: +12 (+6 eff.) Mental save: +13 (+6 eff.) Life regen: +2.30 Mindpower: +4 (+2 eff.) Healing mod.: +12% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Tempestsmash (0 def, 1 armour) Tempestsmash (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 16 lightning Changes stats: +1 Wil / +1 Cun / +2 Con Changes resistances: +3% lightning Changes damage: +6% mind Physical save: +11 (+6 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +24% Life regen: +1.40 Stamina each turn: +0.70 Maximum stamina: +15.00 Maximum hate: +6.00 Maximum psi: +20.00 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+8 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 45.86 to 137.58 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cured leather armour 'Airtyphoon' (2 def, 4 armour) cured leather armour 'Airtyphoon' (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 temporal Changes resistances: +3% lightning / +13% light / +13% darkness Changes resistances penetration: +5% lightning Life regen: +5.60 Stamina each turn: +0.50 Healing mod.: +12% A suit of armour 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 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
Daimehell (10 def, 2 armour, 24.5 block) Daimehell (10 def, 2 armour, 24.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +10 (+8 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Effects when hit in melee: * 12% chance to corrode armour Damage when hit (Melee): 15 fire Changes stats: +2 Str / +2 Wil / +2 Con Changes resistances: +12% acid / +28% fire / +12% light / +12% darkness Talent granted: +1 Block Mental save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Maximum vim: +30.00 Deflect projectiles away: +6% Handheld deflection devices. |
Singehack the iron shield (4 def, 2 armour, 22.5 block) Singehack the iron shield (4 def, 2 armour, 22.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Damage (Melee): 12 cold Damage when hit (Melee): 22 ice / 16 mind Changes resistances: +3% mind Changes resistances penetration: +15% fire Talent granted: +1 Block Handheld deflection devices. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
136 alchemist agate 136 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
7 ametrine 7 ametrine0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Tyrael the Doge Spellsword level 10
79th Pyre 122nd year of Ascendancy at 03:19 see stats
By Tyrael the Doge Spellsword level 20
18th Dusk 122nd year of Ascendancy at 02:44 see stats
By Tyrael the Doge Spellsword level 30
21st Dusk 122nd year of Ascendancy at 07:27 see stats
By Tyrael the Doge Spellsword level 18
7th Dusk 122nd year of Ascendancy at 14:31 see stats
By Tyrael the Doge Spellsword level 34
29th Dusk 122nd year of Ascendancy at 06:59 see stats
By Tyrael the Doge Spellsword level 15
9th Mirth 122nd year of Ascendancy at 04:34 see stats
Log
Alchemist golem hits Tyrael for 132 physical damage.
Tyrael hits Alchemist golem for 61 physical damage.
Tyrael the level 36 doge spellsword was struck to death by an alchemist golem on level 1 of Golem Graveyard.
Tyrael deactivates Elemental Destruction.
Tyrael deactivates Arcane Armor.
Tyrael is no longer surging arcane power.
Tyrael deactivates Mana Focus.
Tyrael stops burning.
Tyrael deactivates Spellsword Combat.
Tyrael is no longer pinned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Alchemist golem killed Tyrael!
Talent Healing Light is ready to use.
Talent Spellsword Combat is ready to use.
Talent Mana Focus is ready to use.
Talent Arcane Armor is ready to use.
Talent Elemental Destruction is ready to use.
Talent Healing Waters is ready to use.
Talent Barrier is ready to use.
Saving done.
Ran for 18 turns (stop reason: interesting character).
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.