









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Exponential Leveling Based More Points 1.4.3 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:
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. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.5.5In 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: Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game FlexSpec Respec Limitation Relaxer 1.5.5 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Shalore |
Class | Arcanist |
Level / Exp | 17 / 71% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 31 (base 26) |
Constitution | 49 (base 44) |
Magic | 53 (base 44) |
Willpower | 58 (base 44) |
Cunning | 57 (base 44) |
Resources
Life | 342/394 |
Mana | 343/387 |
Paradox | 350 |
Healing Factor | 1.9671232876712 |
Regeneration | 2.0654794520548 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 18 |
Accuracy | 22 |
Crit Chance | 26% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 45 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Light | +10% |
Mind | +6% |
Physical | +3% |
Arcane | +36% |
Cold | +11% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 2 |
Physical Save | 37 |
Spell Save | 32 |
Mental Save | 42 |
Defense: Resistances
Nature | + 30%( 70%) |
Lightning | + 41%( 70%) |
Light | + 30%( 70%) |
Acid | + 6%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 65%( 76%) |
Cold | + 60%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 41% |
Poison Resistance | 20% |
Bleed Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 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%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 197 damage for 3 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 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 858% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 152 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / High magic | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 0.80 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Force | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Shielding |
talent | Arcane Power |
talent | Contingency |
talent | Chant of Fortitude |
beneficial effect | Fully absorbs 2 lightning attacks. Ward |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed warg claw. * You've found the needed ice ant stinger. | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +1 Mag dps ---------- Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue -4% Resists +21% lightning Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (115 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Ego+] Arcane/Master While equipped: Stats +2 Mag +4 Wil +2 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +3% physical ----- def ----- Resists +5% arcane Heal.mod +20% Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +0.80 Stun/Frz- +20% Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +8 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+2 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Heal.mod +10% Cut- +40% Stun/Frz- +21% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 277 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | charmed iron ritual blade (96% power, 5 apr) charmed iron ritual blade (96% power, 5 apr)1.0 T1 ritual blade 1H weapon [Ego] Arcane Power 96% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +2.0% Atk.spd 100% Dmg.conv 9% arcane While equipped: dps ---------- Spell.crit +2% Dmg.mod +8% arcane Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | granite wardstone 'Fulythel' granite wardstone 'Fulythel'1.0 T2 wardstone armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +11% lightning +21% arcane +6% mind Melee Ret 12 mind ----- def ----- Defense +4 (+2 eff.) Resists +10% lightning +25% arcane Dmg.red +2 all Proj.slow +15% ---------- misc Wards +2 lightning +2 arcane Talents +4 Ward Handheld warding devices |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Mag +5 Cun ----- def ----- Defense +7 (+4 eff.) Resists +12% cold Phys.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. |
Main armor | ![]() 9.0 T1 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +6 Defense +4 (+2 eff.) Fatigue +6% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 158 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 501% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature +7 temporal On Hit: * 7% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +10% acid ----- def ----- HP.reg +0.98 Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 153% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Acc +14 (+7 eff.) ----- def ----- Defense +14 (+7 eff.) Resists +12% mind Spell.save +6 (+3 eff.) Mind.save +20 (+6 eff.) Cut- +10% Disarm- +42% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 124% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Nature Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature +12 temporal Massive two-handed swords. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 acid On Crit: * splashes the target with acid Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Nature Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 nature +5 temporal Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 84% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +3% acid ---------- misc Equi/ret +0.70 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +3% acid +3% mind +4% darkness Melee Ret 4 mind 2 darkness ---------- misc Equi/ret +0.50 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. |
regressive steel ritual blade of channeling (98% power, 6 apr) regressive steel ritual blade of channeling (98% power, 6 apr)1.0 T2 ritual blade 1H weapon [Ego++] Arcane Power 99% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +4.0% Atk.spd 100% On Crit: * martyrs the target causing them to take your spellpower percent of any damage they do, for 4 turns While equipped: dps ---------- Spell.crit +4% Spell.pwr +8 (+3 eff.) Res.pen +9% temporal ---------- misc Mana/turn +0.10 On Spell Hit: 10% Turn Back the Clock 1 Channel mana (increasing mana regen by 500% for ten turns) Puts all charms on 30 cooldown Sharp, short and deadly. |
rusted dwarven-steel ritual blade of illumination (115% power, 7 apr) rusted dwarven-steel ritual blade of illumination (115% power, 7 apr)1.0 T3 ritual blade 1H weapon [Ego] Arcane/Nature Power 115% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 blinding light Dmg.conv 11% acid While equipped: dps ---------- Spell.crit +6% Dmg.mod +12% acid ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +2 Illuminate: Puts all charms on 6 cooldown Level 5.2 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 10 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 4 turns. At level 4, it also deals 138.42 light damage. Sharp, short and deadly. |
rusted iron ritual blade of mana (94% power, 5 apr) rusted iron ritual blade of mana (94% power, 5 apr)1.0 T1 ritual blade 1H weapon [Ego] Arcane Power 95% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +2.0% Atk.spd 100% Dmg.conv 8% acid While equipped: dps ---------- Spell.crit +2% Dmg.mod +9% acid ---------- misc Mana/turn +0.11 Max.mana +24.00 Sharp, short and deadly. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +9% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 fire While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +21 (+7 eff.) Dmg.mod +20% darkness +18% lightning ----- def ----- HP.reg +0.90 Heal.mod +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Unique] Arcane While equipped: ----- def ----- Armour +5 Hardiness +5% Fatigue +1% Phys.save +5 (+3 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... |
![]() 3.0 T3 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% light +6% lightning On Hit (Melee): * 15% chance to blind * 30% chance to daze at end of turn ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning +6% fire +19% nature +5% arcane A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +11% nature +10% blight A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Resists +9% light Spell.save +6 (+3 eff.) Teleport- +30% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Heal.mod +10% ---------- misc Light +2 See.Stealth +6 See.Invis +5 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Alaya Lightsinger the Shalore Arcanist level 16
52nd Haze 122nd year of Ascendancy at 23:29 see stats
By Alaya Lightsinger the Shalore Arcanist level 10
44th Dusk 122nd year of Ascendancy at 13:09 see stats
By Alaya Lightsinger the Shalore Arcanist level 8
5th Mirth 122nd year of Ascendancy at 10:10 see stats
By Alaya Lightsinger the Shalore Arcanist level 14
29th Haze 122nd year of Ascendancy at 08:43 see stats
Log
Talent Force Punch is ready to use.
Alaya Lightsinger speeds up.
Alaya Lightsinger casts Chromatic Orb.
You collect a new ingredient: sandworm tooth (1).
Alaya Lightsinger's aether beam hits Sandworm for 149 arcane damage.
Alaya Lightsinger's aether beam killed Sandworm!
Alaya Lightsinger resists!
Alaya Lightsinger's aether beam hits Alaya Lightsinger for (2 resist armour), (50 absorbed), 0 arcane (0 total damage).
Your shield crumbles under the damage!
The shield around Alaya Lightsinger crumbles.
Alaya Lightsinger resists!
Alaya Lightsinger's aether beam hits Alaya Lightsinger for (2 resist armour), (41 absorbed), 8 arcane (8 total damage).
Alaya Lightsinger resists!
Alaya Lightsinger's aether beam hits Alaya Lightsinger for (2 resist armour), 50 arcane (50 total damage).
Talent Manathrust is ready to use.
Alaya Lightsinger picks up (p.): regressive steel ritual blade of channeling (98% power, 6 apr).
Alaya Lightsinger picks up (w.): Cloudpierce the dwarven-steel helm (0 def, 4 armour).
Alaya Lightsinger seems more focused.
Talent Chromatic Orb is ready to use.
Saving game...
Saving done.
Alaya Lightsinger deactivates Shielding.
Alaya Lightsinger deactivates Chant of Fortitude.
Alaya Lightsinger deactivates Arcane Power.
Alaya Lightsinger deactivates Contingency.
Alaya Lightsinger's lightning ward fades