Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit ZOmnibus Addon Pack 1.5.0Combines 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: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Steamtech UI 1.1.4 Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Better Item Description 1.5.10This 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 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. Showing Items Tier in Inventory 1.5.10This 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 |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 16 / 27% |
Size | big |
Lifes / Deaths | Killed by The Shade at level 6 on the 1st Mirth 122nd year of Ascendancy at 12:49 / 10Killed by Thomaond the thalore at level 10 on the 17th Dusk 122nd year of Ascendancy at 12:57 Killed by Thomaond the thalore at level 10 on the 17th Dusk 122nd year of Ascendancy at 13:18 Killed by Thomaond the thalore at level 10 on the 17th Dusk 122nd year of Ascendancy at 13:30 Killed by Nderi the giant at level 12 on the 62nd Dusk 122nd year of Ascendancy at 07:01 Killed by Elbel the halfling at level 12 on the 69th Dusk 122nd year of Ascendancy at 09:22 Killed by Elbel the halfling at level 12 on the 69th Dusk 122nd year of Ascendancy at 11:03 Killed by cold drake hatchling at level 14 on the 78th Dusk 122nd year of Ascendancy at 04:29 Killed by cold drake hatchling at level 14 on the 78th Dusk 122nd year of Ascendancy at 04:53 Killed by sand-drake at level 16 on the 15th Haze 122nd year of Ascendancy at 12:19 |
Primary Stats
Strength | 45 (base 32) |
Dexterity | 60 (base 43) |
Constitution | 26 (base 10) |
Magic | 19 (base 10) |
Willpower | 14 (base 10) |
Cunning | 32 (base 12) |
Resources
Life | 353/353 |
Stamina | 155/155 |
Healing Factor | 1.1224489795918 |
Regeneration | 0.72959183673467 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -59.166666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 27.300317620788 |
See Invisible | 27.300317620788 |
Offense: Mainhand
Damage | 83 |
Accuracy | 60 |
Crit Chance | 19% |
APR | 12 |
Speed | 0.80 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Light | +12% |
Temporal | +7% |
Physical | +21% |
Arcane | +4% |
Fire | +30% |
Nature | +3% |
Offense: Damage Penetration
Darkness | +15% |
Physical | +20% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 18 (38.536585365854%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 4.669446550417 |
Physical Save | 36 |
Spell Save | 19 |
Mental Save | 18 |
Defense: Resistances
Nature | + 9%( 70%) |
Temporal | + 11%( 70%) |
Light | + 24%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 28 and cleanse 1 wound and 1 poison effect. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.43 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +1. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed sandworm tooth. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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 within2 lumberjacks have died. | done |
Equipment
On feet | The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Quiver | Hornet Stingers (19/20, 18-25.2 power, 10 apr) Hornet Stingers (19/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. This item has been sent to the Item's Vault. |
Light source | alchemist's lamp 'Arthayon' alchemist's lamp 'Arthayon'1.0 T3 lite [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- Dmg.mod +3% physical Apr +2 ----- def ----- Phys.save +12 (+5 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | iron helm 'Eclipsetrial' (0 def, 3 armour) iron helm 'Eclipsetrial' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +15% darkness Res.pen +15% darkness Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | wizard's steel ring of light (+24%) wizard's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Spell.save +6 (+3 eff.) Rings can have magical properties. |
On fingers | gladiator's steel ring of blinding strikes gladiator's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 21 light Ranged+ 23 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 13% chance to blind Rings can have magical properties. |
Around waist | monstrous hardened leather belt of burglary monstrous hardened leather belt of burglary1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +5 Con +7 Lck dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Phys.save +9 (+4 eff.) Stealth +7 ---------- misc T.Disarm +14 Infravis +5 Size +1 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In main hand | Barkumbra the elven-wood longbow Barkumbra the elven-wood longbow4.0 T4 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +17 fire On Crit.r2 +2 nature On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +18% physical +30% fire +3% nature +3% temporal Res.pen +20% physical +5% temporal ----- def ----- Resists +9% nature +6% temporal Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
On hands | temporal rough leather gloves of magic (+3) (0 def, 1 armour) temporal rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 temporal Ranged+ 5 temporal Dmg.mod +4% arcane +4% temporal ----- def ----- Armour +1 Resists +5% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | duelist's drakeskin leather armour of Toknor (12 def, 13 armour) duelist's drakeskin leather armour of Toknor (12 def, 13 armour)9.0 T5 light armor [Ego++] Master While equipped: Stats +8 Cun +6 Dex dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +13 Defense +12 (+4 eff.) Fatigue +8% A suit of armour made of leather. This item has been sent to the Item's Vault. |
Cloak | enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +6 (+2 eff.) 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. |
Around neck | wanderer's copper amulet of mastery (0.13 Technique / Archery training) wanderer's copper amulet of mastery (0.13 Technique / Archery training)0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +0.40 ---------- misc Stam/turn +0.30 Masteries +0.13 Technique/Archery training Amulets can have magical properties. |
Inventory
healing infusion (heal 20) healing infusion (heal 20)0.1 T1 infusion scroll [Normal] 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 20 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 182 for 3 turns) shielding rune of the wizard (absorb 182 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 182 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune (range 41) teleportation rune (range 41)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 41 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the duelist (radius 10; dur 15; see animal) vision rune of the duelist (radius 10; dur 15; see animal)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 23) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any animal around. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Shard of Insanity Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+18 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 27 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 10% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
rogue's copper ring of clarity rogue's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Mind.save +6 (+4 eff.) Confus- +21% Rings can have magical properties. |
sneakthief's voratun ring of pilfering sneakthief's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Acc +22 (+6 eff.) Apr +12 ----- def ----- Defense +11 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.4 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 141% 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 has been sent to the Item's Vault. |
Belarain the Infernorune (15-18 power, 3 apr, fire element) Belarain the Infernorune (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 fire On Hit.r1 +8 mind On Crit.r2 +12 fire While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+5 eff.) Dmg.mod +6% mind +15% fire ----- def ----- Resists +12% fire HP.reg +0.70 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
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+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +2% 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. |
shimmering ash vilestaff of might (15-18 power, 3 apr, fire element) shimmering ash vilestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.16 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's dwarven-steel greatmaul (42-63 power, 2 apr) warbringer's dwarven-steel greatmaul (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +18% Massive two-handed mauls. |
insidious dwarven-steel greatsword of massacre (43.5-69.6 power, 2 apr) insidious dwarven-steel greatsword of massacre (43.5-69.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature/Master Power 43.5 - 69.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 insidious poison Massive two-handed swords. |
hateful steel mace (14.5-20.3 power, 3 apr) hateful steel mace (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living Blunt and deadly. |
flaming dwarven-steel waraxe of the mystic (19.5-27.3 power, 4 apr) flaming dwarven-steel waraxe of the mystic (19.5-27.3 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +5 fire While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.pwr +6 (+3 eff.) One-handed war axes. |
vined mindstar of life (5-5.5 power, 18 apr, mind damage) vined mindstar of life (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +14.00 HP.reg +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. |
ash longbow ash longbow4.0 T2 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Longbows are used to shoot arrows at your foes. |
quiver of ash arrows of accuracy (18/18, 24-33.6 power, 7 apr) quiver of ash arrows of accuracy (18/18, 24-33.6 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 24.0 - 33.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Acc +11 Apr +7 Crit +1.5% Capacity 18 Arrows are used with bows to pierce your foes to death. |
steel shield of fire resistance (+16%) (6 def, 2 armour, 38.5 block) steel shield of fire resistance (+16%) (6 def, 2 armour, 38.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +16% fire ---------- misc Talents +2 Block Handheld deflection devices. |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% A suit of armour made of mail. |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% A suit of armour made of mail. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane 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. |
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 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
psionic steel torque of thermal psionic shield [power 47] (18 cooldown) psionic steel torque of thermal psionic shield [power 47] (18 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 25] (18 cooldown) ash totem of thorny skin [power 25] (18 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
quick ash totem of thorny skin [power 26] (13 cooldown) quick ash totem of thorny skin [power 26] (13 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered ash wand of conjuration [power 271] (13 cooldown) overpowered ash wand of conjuration [power 271] (13 cooldown)2.0 T2 wand charm [Ego+] Arcane Fire a bolt of a random element with (base) damage 136 to 271 Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Alaina the Shalore Archer level 12
50th Dusk 122nd year of Ascendancy at 13:58 see stats
By Alaina the Shalore Archer level 15
3rd Haze 122nd year of Ascendancy at 03:23 see stats
By Alaina the Shalore Archer level 10
11st Dusk 122nd year of Ascendancy at 22:40 see stats
By Alaina the Shalore Archer level 9
4th Mirth 122nd year of Ascendancy at 19:18 see stats
By Alaina the Shalore Archer level 15
1st Time of Equilibrium 122nd year of Ascendancy at 19:48 see stats
Log
Alaina reacts to damage from Something, mitigating the blow!.
Alaina shrugs off the effect 'Blinded'!
Gelatinous cube resists the sandstorm!
Something hits Gelatinous cube for 172 physical damage.
Something hits Sandworm for 172 physical damage.
Something hits Huge sandworm burrower for 0 physical damage.
Something hits Alaina for (38 reacted , -4 stam), 135 physical (135 total damage).
Alaina casts Rune: Shielding.
A shield forms around Alaina.
Alaina casts Grace of the Eternals.
Alaina speeds up.
Alaina uses Called Shots.
Gelatinous cube splits in two!
The unstable sand tunnel collapses!
Alaina's Called Shots hits Gelatinous cube for 88 physical damage.
Alaina reacts to damage from Something, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Alaina crumbles.
Alaina's Called Shots killed Gelatinous cube!
Something hits Gelatinous cube for 172 physical damage.
Something hits Alaina for (38 reacted , -4 stam), (100 absorbed), 35 physical (35 total damage).
Something hits Huge sandworm burrower for 0 physical damage.
Alaina the level 16 shalore archer was smashed to death by a sand-drake on level 1 of Sandworm lair.
Alaina slows down.
Alaina deactivates Trained Reactions.
Alaina deactivates Precise Strikes.
Alaina deactivates Intuitive Shots.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.