Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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: Better Item Description 1.7.4This 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 Ashes of Urh'Rok 1.7.4Official 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 17 / 58% |
Size | medium |
Lifes / Deaths | Killed by Siluna the red jelly at level 17 on the 49th Haze 122nd year of Ascendancy at 00:47 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 31 (base 31) |
Constitution | 29 (base 10) |
Magic | 55 (base 44) |
Willpower | 32 (base 15) |
Cunning | 10 (base 10) |
Resources
Life | -15/485 |
Mana | 326/326 |
Paradox | 328 |
Healing Factor | 1.4024687383468 |
Regeneration | 0.35061718458669 |
Speed
Mental | -2.0539125955565E-12% |
Attack | -2.0539125955565E-12% |
Movement | -2.2204460492503E-14% |
Spell | -2.0539125955565E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 47 |
Accuracy | 31 |
Crit Chance | 3% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 31 |
Crit Chance | 6% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Nature | +24% |
Light | +10% |
Temporal | +7% |
Fire | +14% |
Arcane | +4% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Defense: Base
Armour (hardiness) | 2 (57.155997060385%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 29 |
Mental Save | 14 |
Defense: Resistances
Light | + 36%( 70%) |
Nature | + 50%( 70%) |
Blight | + 27%( 70%) |
Cold | + 50%( 70%) |
Fire | + 28%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 25% |
Poison Resistance | 46% |
Knockback Resistance | 26% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse 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 create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 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 Shade. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed xorn fragment. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. 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.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour) stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Defense +1 (+1 eff.) Resists +15% nature Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
On hands | rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Shard of Crystalized Time Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | wizard's steel ring of tenacity wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Max.HP +21.00 Disarm- +25% Pinning- +20% Knockbk- +26% Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.87 cold and 12.06 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 7/60 This azure ring seems to be always moist to the touch. |
Around neck | copper amulet of willpower (+2) copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
In main hand | arcing steel mace of massacre (21-29 power, 3 apr) arcing steel mace of massacre (21-29 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage Blunt and deadly. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | acidic iron dagger of massacre (16-21 power, 5 apr) acidic iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Sharp, short and deadly. |
Cloak | resilient linen cloak of battle (1 def, 0 armour) resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | woollen robe 'Cyrigalaith' (0 def, 0 armour) woollen robe 'Cyrigalaith' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +2 Wil +6 Con dps ---------- Dmg.mod +14% nature +14% fire Res.pen +10% mind Melee Ret 6 mind ----- def ----- Resists +21% fire +9% all Poison- +46% Disease- +44% ---------- misc Mana/turn +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (speed 553%; cd 17) movement infusion of the psychic (speed 553%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the titan (damage 140; dur 4; cd 19) biting gale rune of the titan (damage 140; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 140.07 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cruel ash starstaff (15-18 power, 3 apr, darkness element) cruel ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash vilestaff of fate (15-18 power, 3 apr, darkness element) infernal ash vilestaff of fate (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +15.00% Spell.pwr +10 (+4 eff.) Melee+ 15 fire Dmg.mod +15% darkness ----- def ----- Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+6 eff.) ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of fate (20-24 power, 4 apr, temporal element) yew starstaff of fate (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+4 eff.) Dmg.mod +20% temporal ----- def ----- Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+6 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel battleaxe (22-33 power, 2 apr) balanced steel battleaxe (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 22.0 - 33.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +28% Massive two-handed battleaxes. |
steel battleaxe of massacre (28-43 power, 2 apr) steel battleaxe of massacre (28-43 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 28.5 - 42.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
steel mace (14-20 power, 3 apr) steel mace (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
Daimudunalar (12-18 power, 3 apr) Daimudunalar (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 12.5 - 17.5 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 acid On Hit: * 20% chance to reduce armor by 30% * 25% chance for lightning to strike from the target to a second target dealing 64 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +10% acid +7% all Acc +8 (+4 eff.) Apr +7 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
vined mindstar (4-5 power, 18 apr, nature damage) vined mindstar (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
Gloomshine (8-9 power, 24 apr, nature damage) Gloomshine (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Crit.chn- 15.00% Max.HP +17.00 HP.reg +0.60 ---------- misc See.Invis +3 Talents +1 Attune Mindstar 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. |
keeper's elm longbow keeper's elm longbow4.0 T1 longbow 2H weapon [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: dps ---------- Dmg.mod +14% physical +14% temporal Res.pen +9% physical +8% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
Hathustir Hathustir4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +14 fire While equipped: Stats +3 Str +5 Dex dps ---------- Phys.pwr +11 (+5 eff.) Dmg.mod +14% fire Res.pen +15% mind +8% physical ----- def ----- Mind.save +18 (+12 eff.) Longbows are used to shoot arrows at your foes. |
mighty cured leather sling of dampening mighty cured leather sling of dampening4.0 T2 sling 1H weapon [Ego] Disrupt/Master Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Resists +7% acid +8% lightning +9% cold +9% fire +2% all Spell.save +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
flaming quiver of elm arrows of erosion (24/24, 16-22 power, 5 apr) flaming quiver of elm arrows of erosion (24/24, 16-22 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane/Nature Power 16.0 - 22.4 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 24 Ranged+ +9 nature On Hit.r1 +8 fire Arrows are used with bows to pierce your foes to death. |
Duredin (20/123, 42-51 power, 7 apr) Duredin (20/123, 42-51 power, 7 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master Power 42.5 - 51.0 Physical Uses 50% Cun, 0% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +12.0% Capacity 123 Rld cld 4 Ranged+ +8 mind On Hit.r1 +12 mind On Crit.r2 +8 mind On Hit: * 20% chance to reduce strength, dexterity, and constitution by 20 On Crit: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
focusing Rags of the Sanctuary of lightning (+15%) (0 def, 0 armour) focusing Rags of the Sanctuary of lightning (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +7% all ---------- misc Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening cured leather armour of stability (6 def, 4 armour) enlightening cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +5% physical Phys.save +10 (+5 eff.) Mind.save +11 (+8 eff.) A suit of armour made of leather. |
steel mail armour of implacability (2 def, 11 armour) steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +8% Phys.save +7 (+4 eff.) A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +10 (+8 eff.) A suit of armour made of mail. |
scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour) scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Armour +3 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
4 agate 4 agate0.0 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. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.0 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. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.0 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. |
opal opal0.0 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. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 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. |
emerald emerald0.0 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
soothing ash wand of conjuration [power 170] (15 cooldown) soothing ash wand of conjuration [power 170] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 170 acid damage Puts all charms on 15 cooldown 100% to heal for 60. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Nouriar the Cornac Temporal Warden level 10
7th Mirth 122nd year of Ascendancy at 11:37 see stats
By Nouriar the Cornac Temporal Warden level 10
8th Mirth 122nd year of Ascendancy at 03:29 see stats
By Nouriar the Cornac Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 18:59 see stats
Log
Nouriar has been weakened.
Nouriar is encased in ice!
Siluna the red jelly hits Nouriar for 17 fire damage.
Talent Fold Gravity is ready to use.
Melee retaliation hits Iceblock for 2 mind damage.
Siluna the red jelly's Beyond the Flesh hits Nouriar for (16 to ice), 24 fire, (4 to ice), 6 fire, (0 to ice), 0 physical (30 total damage).
Nouriar uses Infusion: Primal.
Nouriar attunes to the wild.
Nouriar casts Rune: Mirror Image.
Siluna the red jelly resists the wave!
Nouriar's tidal wave hits Iceblock for 10 cold, 8 physical (16 total damage).
Siluna the red jelly uses Brainfreeze.
Nouriar shrugs off the effect 'Brainlocked'!
Nouriar HEALS from fire damage!
Siluna the red jelly hits Nouriar for (28 to ice), 43 fire (43 total damage).
Nouriar speeds up.
Nouriar HEALS from fire damage!
Nouriar HEALS from physical damage!
Melee retaliation hits Iceblock for 4 mind damage.
Siluna the red jelly's Beyond the Flesh hits Nouriar for (20 to ice), 30 fire, (4 to ice), 6 fire, (0 to ice), 0 physical (36 total damage).
The unstable sand tunnel collapses!
Siluna the red jelly resists the wave!
Nouriar's tidal wave hits Iceblock for 10 cold, 8 physical (16 total damage).
Nouriar casts Invigorate.
Nouriar is invigorated.
Melee retaliation hits Iceblock for 2 mind damage.
Siluna the red jelly hits Nouriar for (15 to ice), 23 fire (23 total damage).
Nouriar the level 17 cornac temporal warden was flamed to death by Siluna the red jelly on level 3 of Sandworm lair.