Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Frendlier Fire 1.5.5 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality 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. Improved player targetting 1.2.0Player's targetting improvements. |
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 30 / 81% |
Size | medium |
Lifes / Deaths | Killed by blood mage at level 30 on the 20th Voratun 122nd year of Ascendancy at 18:09 / 1 |
Primary Stats
Strength | 47 (base 32) |
Dexterity | 20 (base 12) |
Constitution | 30 (base 12) |
Magic | 47 (base 40) |
Willpower | 39 (base 25) |
Cunning | 52 (base 41) |
Resources
Mana | 369/369 |
Equilibrium | 30 |
Vim | 107/183 |
Life | -139/754 |
Positive | 2/127 |
Stamina | 192/192 |
Psi | 105/129 |
Healing Factor | 1.15 |
Regeneration | 50.8415 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 80 |
Accuracy | 47 |
Crit Chance | 23% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 47 |
Crit Chance | 21% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +3% |
Light | +13% |
Mind | +3% |
Defense: Base
Armour (hardiness) | 79.252426607135 (94.117647058824%) |
Defense | 36 |
Ranged Defense | 43 |
Fatigue | 40 |
Physical Save | 37 |
Spell Save | 32 |
Mental Save | 32 |
Defense: Resistances
Mind | + 23%( 70%) |
Light | + 51%( 70%) |
Cold | + 46%( 70%) |
Blight | + 24%( 70%) |
Physical | + 26%( 70%) |
Fire | + 41%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Stun Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
Corruption / Heart of Fire | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Eldritch shield | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Technique / Shield defense | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Effects
talent | Shield of Light |
talent | Osmosis Shield |
talent | Shield Wall |
talent | Eldritch Infusion |
talent | Abyssal Shield |
talent | Hardened Core |
talent | Shards |
talent | Beyond the Flesh |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | You regenerate a total of 60.00 life over the duration of the effect. Osmosis Regeneration |
beneficial effect | A flow of life spins around the target, regenerating 43.96 life per turn. Regeneration |
beneficial effect | The target's spellpower has been increased by 2. Spellsurge |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
Psionic focus | Swordbreaker (133% power, 20 apr) Swordbreaker (133% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 134% Range: 1.3x Uses stat: 97% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+6 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+6 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | thaloren dwarven-steel helm of might (0 def, 4 armour) thaloren dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +4 Wil / +2 Con Changes resistances: +7% blight Mental save: +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | psychic's rough leather gloves of magic (+2) (0 def, 1 armour) psychic's rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes stats: +2 Mag Changes resistances: +6% mind Changes damage: +3% arcane / +3% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | striking yew wand of clairvoyance [power 11] (6 cooldown) striking yew wand of clairvoyance [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike It can be used to reveal the area around you, dispelling darkness (radius 11, power 63 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gladiator's stralite ring gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +6 Str / +6 Con Rings can have magical properties. |
On fingers | psionicist's stralite ring of light (+26%) psionicist's stralite ring of light (+26%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Wil Changes resistances: +26% light Changes damage: +13% light Mental save: +6 (+3 eff.) Rings can have magical properties. |
Around neck | insulating copper amulet of constitution (+3) insulating copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% fire / +11% cold Amulets can have magical properties. |
In main hand | deflecting stralite shield of radiance (18 def, 2 armour, 100% power, 134.5 block) deflecting stralite shield of radiance (18 def, 2 armour, 100% power, 134.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 163% Range: 1.2x Uses stat: 94% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +134 Damage (Melee): +10 light When wielded/worn: Armour: +2 Defense: +18 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 29% chance to blind Changes stats: +3 Mag / +4 Con Changes resistances: +14% light Talent granted: +4 Block Deflect projectiles away: +8% Handheld deflection devices. |
Around waist | insulating rough leather belt of resilience insulating rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +7% cold Maximum life: +32.00 A belt that goes around your waist. |
In off hand | steel shield 'Delutohir' (6 def, 2 armour, 100% power, 38.5 block) steel shield 'Delutohir' (6 def, 2 armour, 100% power, 38.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 114% Range: 1.2x Uses stat: 94% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +38 Damage (Melee): +11 fire When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 15 fire Changes stats: +2 Str Changes resistances: +11% fire / +10% physical / +16% cold Talent granted: +2 Block Spell save: +9 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +8 (+3 eff.) Handheld deflection devices. |
Cloak | murderer's cashmere cloak of sorcery (2 def, 0 armour) murderer's cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Changes stats: +2 Dex / +4 Mag / +4 Wil / +3 Cun Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | spiked dwarven-steel mail armour of resilience (3 def, 8 armour) spiked dwarven-steel mail armour of resilience (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Maximum life: +20.00 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. medical injector implant of the warrior (efficiency 137% / cooldown 88%)medical injector implant of the warrior (efficiency 137% / cooldown 88%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 88%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. movement infusion (590% speed; 6 turns)movement infusion (590% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 590% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 6; power 21; turns 3; dispels darkness)sun infusion (rad 6; power 21; turns 3; dispels darkness) 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. 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. |
This item will automatically be transmogrified when you leave the level. heat beam rune (104 fire damage)heat beam rune (104 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 104.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. lightning rune (275 lightning damage)lightning rune (275 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: 4 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 91.67 to 275.00 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. schematic: Focus Lensschematic: Focus Lens Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Lightning Coilschematic: Lightning Coil Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Saw Shellschematic: Saw Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Waterproof Coatingschematic: Waterproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
mule's gold ring mule's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +27 Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite ring of powerstralite ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Spellpower: +9 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. quick stralite battleaxe of persecution (156% power, 3 apr)quick stralite battleaxe of persecution (156% power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stat: 113% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% Damage against: +17% Unnatural When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +7 Dex / +5 Wil Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun dagger (152% power, 9 apr)warbringer's voratun dagger (152% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 42% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +5% physical Disarm immunity: +21% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious stralite mace of amnesia (150% power, 5 apr)insidious stralite mace of amnesia (150% power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 150% Range: 1.4x Uses stat: 94% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +30 insidious poison When wielded/worn: Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hungering living mindstar of clarity (116% power, 40 apr, mind damage)hungering living mindstar of clarity (116% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Mental save: +6 (+3 eff.) Hate per kill: +3.00 Psi per kill: +3.00 Maximum psi: +31.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% It can be used to inflict 83.43 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. 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. potent yew starstaff of fate (133% power, 4 apr, physical element)potent yew starstaff of fate (133% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 134% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +11 (+5 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew starstaff (125% power, 4 apr, light element)yew starstaff (125% power, 4 apr, light element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 126% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
thunderous orichalcum trident of amnesia (167% power, 16 apr) thunderous orichalcum trident of amnesia (167% power, 16 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 167% Range: 1.6x Uses stat: 113% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 27% chance to daze at end of turn * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +3 Wil / +5 Cun / +3 Con Changes resistances penetration: +19% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orichalcum trident of nature (171% power, 16 apr) warbringer's orichalcum trident of nature (171% power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stat: 113% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +5 Con Changes resistances: +7% all Changes resistances penetration: +16% nature / +17% physical Disarm immunity: +27% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. tormentor's elven-silk robe of Angolwen (5 def, 0 armour)tormentor's elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +4 Mag / +4 Wil / +5 Cun Critical mult.: +18.00% Silence immunity: +41% Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Spellpower: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stabilizing iron helm of trickery (0 def, 3 armour) stabilizing iron helm of trickery (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +2 Dex Physical save: +12 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
icy iron shield of earthen fury (4 def, 8 armour, 100% power, 17.5 block) icy iron shield of earthen fury (4 def, 8 armour, 100% power, 17.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 106% Range: 1.2x Uses stat: 94% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +11 cold When wielded/worn: Armour: +8 Armour Hardiness: +6% Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 cold Damage when hit (Melee): 11 ice Changes resistances: +11% physical Talent granted: +1 Block Handheld deflection devices. |
voratun shield of crushing (12 def, 3 armour, 100% power, 206.5 block) voratun shield of crushing (12 def, 3 armour, 100% power, 206.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 190% Range: 1.2x Uses stat: 94% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +206 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming quiver of elven-wood arrows of annihilation (19/19, 167% power, 20 apr)flaming quiver of elven-wood arrows of annihilation (19/19, 167% power, 20 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 168% Range: 1.4x Uses stats: 47% Wil, 66% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +5.5% Capacity: 19 Travel speed: +200% Burst (radius 1) on hit: +23 fire Arrows are used with bows to pierce your foes to death. |
144 alchemist agate 144 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
void elven-wood wand of trap destruction [power 72] (15 cooldown) void elven-wood wand of trap destruction [power 72] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +2 Void Blast It can be used to disarm traps (72 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Aldov the Dwarf Adventurer level 15
17th Voratun 122nd year of Ascendancy at 21:06 see stats
By Aldov the Dwarf Adventurer level 10
17th Voratun 122nd year of Ascendancy at 05:51 see stats
By Aldov the Dwarf Adventurer level 20
18th Voratun 122nd year of Ascendancy at 14:41 see stats
By Aldov the Dwarf Adventurer level 30
20th Voratun 122nd year of Ascendancy at 13:45 see stats
Log
Aldov stops being poisoned.
Aldov is cured!
Aldov lessens the pain.
Aldov uses Infusion: Regeneration.
Aldov starts regenerating health quickly.
Aldov's spell attains critical power!
Aldov is surging arcane power.
Aldov instinctively hardens his skin and ignores the attack!
Aldov repels an attack from Something.
Something hits Aldov for (36 turned into osmosis), 269 lightning (269 total damage).
Aldov receives 11 healing from Shield of Light.
Aldov is no longer illuminated.
Something drains life from Aldov!
Something receives 107 healing from Aldov.
Something hits Aldov for (36 turned into osmosis), 173 blight (173 total damage).
Aldov receives 11 healing from Shield of Light.
Aldov the level 30 dwarf adventurer was diseased to death by a blood mage on level 47 of The Arena.
Shield of Light killed Aldov!
Aldov deactivates Shield of Light.
Aldov deactivates Shards.
Aldov deactivates Hardened Core.
Aldov deactivates Abyssal Shield.
Aldov recovers sight.
Aldov is no longer surging arcane power.
Aldov stops regenerating health quickly.
Aldov deactivates Osmosis Shield.
Aldov deactivates Shield Wall.
Aldov feels pain again.
Aldov deactivates Eldritch Infusion.
Aldov deactivates Beyond the Flesh.