Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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 Showing Items Tier in Inventory 1.7.2This 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 Adventure |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 24 / 90% |
Size | medium |
Lifes / Deaths | Killed by orc necromancer at level 22 on the 33rd Haze 122nd year of Ascendancy at 15:44 0 / 7Killed by dreaming horror at level 22 on the 34th Haze 122nd year of Ascendancy at 23:02 Killed by armoured skeleton warrior at level 24 on the 42nd Haze 122nd year of Ascendancy at 13:32 Killed by armoured skeleton warrior at level 24 on the 42nd Haze 122nd year of Ascendancy at 15:34 Killed by Lord of Skulls (warrior) at level 24 on the 42nd Haze 122nd year of Ascendancy at 17:21 Killed by The Master at level 24 on the 42nd Haze 122nd year of Ascendancy at 19:48 Killed by The Master at level 24 on the 43rd Haze 122nd year of Ascendancy at 06:01 |
Primary Stats
Strength | 20 (base 17) |
Dexterity | 14 (base 10) |
Constitution | 32 (base 24) |
Magic | 67 (base 48) |
Willpower | 56 (base 31) |
Cunning | 12 (base 11) |
Resources
Life | -44/427 |
Mana | 96/491 |
Healing Factor | 1.2724420161895 |
Regeneration | 2.8629945364263 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 20 |
Offense: Mainhand
Damage | 33 |
Accuracy | 14 |
Crit Chance | 16% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Darkness | +10% |
Temporal | +6% |
Blight | +30% |
Mind | +18% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Fire | +25% |
Arcane | +40% |
Defense: Base
Armour (hardiness) | 24 (35.65183292883%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 37 |
Mental Save | 28 |
Defense: Resistances
Lightning | + 35%( 70%) |
Light | + 20%( 70%) |
Temporal | + 33%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 19%( 70%) |
Darkness | + 39%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (57 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Air | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You 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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Borfast the Broken. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Emwen. Escort: lost warrior (level 3 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Aletta Soultorn. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Heart of the Gloom. Escort: temporal explorer (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * 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. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 97. | 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 explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of wight ectoplasm. * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | pair of hardened leather boots of phasing (0 def, 3 armour) pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +3 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Light source | survivor's brass lantern of health survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +45.00 Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Urthizilavor (0 def, 4 armour) Urthizilavor (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +10 (+4 eff.) S.pwr/crit +8 Res.pen +25% arcane Melee Ret 4 blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +6% temporal +8% darkness Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 12 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Ravenshine (dig speed 28 turns) Ravenshine (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Melee Ret 10 darkness 6 light On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +6% light ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | psionicist's copper ring of darkness (+20%) psionicist's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Mind.save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | marksman's steel ring of lightning (+24%) marksman's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% lightning Acc +6 (+5 eff.) ----- def ----- Resists +24% lightning Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Barysarig the dragonbone vilestaff (30-36 power, 6 apr, blight element) Barysarig the dragonbone vilestaff (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +36.00% Spell.pwr +24 (+8 eff.) Melee+ 28 fire Dmg.mod +30% blight Res.pen +15% arcane ----- def ----- Defense +15 (+7 eff.) Spell.save +3 (+1 eff.) ---------- misc Mana/turn +0.12 Vim/s.crit +3.00 Max.vim +28.00 Light +3 See.Invis +20 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 6 that illuminates the area and deals 88.29 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Dairichik (0 def, 2 armour) Dairichik (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Melee+ 8 temporal Ranged+ 14 temporal Dmg.mod +9% mind +6% temporal ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +9% temporal ---------- misc Equi/ret +0.12 Max.psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Stokestone the woollen robe (3 def, 11 armour) Stokestone the woollen robe (3 def, 11 armour)2.0 T2 cloth armor [Rare] Master While equipped: dps ---------- Res.pen +25% fire ----- def ----- Armour +11 Defense +3 (+1 eff.) Resists +6% blight +6% temporal +5% arcane +9% all Phys.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Hellsbiter (6 def, 0 armour) Hellsbiter (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% mind +3% fire ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+2 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
movement infusion (speed 468%; cd 9) movement infusion (speed 468%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 468% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the sneak (absorb 287; dur 4; cd 16) shielding rune of the sneak (absorb 287; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 287 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amulet of constitution (+3) insulating copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
Elossra the steel ring Elossra the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% acid +13% fire Acc +30 (+17 eff.) Melee Ret 10 acid ----- def ----- Resists +3% physical +26% fire Rings make your fingers look great! |
solipsist's gold ring of lightning (+26%) solipsist's gold ring of lightning (+26%)0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +13% lightning ----- def ----- Resists +26% lightning Rings make your fingers look great! |
stralite ring of life stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +47.00 HP.reg +9.00 Heal.mod +13% Rings make your fingers look great! |
Darktorrent (52-83 power, 2 apr) Darktorrent (52-83 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 52.0 - 83.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 19% While equipped: dps ---------- Dmg.mod +9% acid +6% darkness Res.pen +20% darkness On Hit (Melee): * 10% chance to reduce armor by 36% ----- def ----- Resists +12% cold Confus- +20% Massive two-handed swords. |
Staff of Destruction (20-24 power, 4 apr, cold element) Staff of Destruction (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Cold Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+4 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
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. |
Venommistress (0 def, 0 armour) Venommistress (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +13% darkness +14% cold Res.pen +15% nature +10% cold On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +9% nature +16% cold +19% darkness +9% all Spell.save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Snowshear the pair of dwarven-steel boots (0 def, 4 armour) Snowshear the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex +5 Mag +4 Con dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +7% acid +15% cold +7% blight ----- def ----- Armour +4 Fatigue +3% Resists +6% temporal +18% cold Disease- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Splendourmonster the pair of rough leather boots (0 def, 1 armour) Splendourmonster the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% light Melee Ret 6 fire ----- def ----- Armour +1 Resists +6% darkness ---------- misc Stam/turn +0.40 Max.stam +12.00 Light +1 A pair of boots made of leather. |
Lightningdare (0 def, 2 armour) Lightningdare (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Spell.crit +2% Mind.pwr +20 (+8 eff.) Dmg.mod +6% arcane Res.pen +10% blight +10% arcane Acc +7 (+6 eff.) ----- def ----- Armour +2 Resists +9% lightning Phys.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Disarm- +23% ---------- misc Max.vim +20.00 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. |
Blazewrack the rough leather cap (0 def, 1 armour) Blazewrack the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +2 Wil +2 Cun +1 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% light ---------- misc Light +1 A cap made of leather. |
Emelyta (0 def, 3 armour) Emelyta (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Mag +3 Wil +4 Cun dps ---------- Mind.pwr +4 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% blight Res.pen +15% arcane ----- def ----- Armour +3 Fatigue +3% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 A cap made of leather. |
dragonslayer's hardened leather cap of ire (0 def, 3 armour) dragonslayer's hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +1 Str +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +5% acid +8% fire +7% lightning +7% cold Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
rough leather armour 'Floweredge' (3 def, 2 armour) rough leather armour 'Floweredge' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% fire ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% lightning +6% physical Crit.chn- 10.00% Phys.save +11 (+5 eff.) Pinning- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
5 agate 5 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. |
58 alchemist agate 58 alchemist agate0.0 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. |
5 onyx 5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 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. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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. |
6 topaz 6 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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.(113 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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. |
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. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 447.02 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
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. |
soothing ash totem of stinging [power 176] (5/15 cooldown) soothing ash totem of stinging [power 176] (5/15 cooldown)2.0 T2 totem charm [Ego+] Nature Sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 51. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging [power 260] (5/15 cooldown) yew totem of stinging [power 260] (5/15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 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. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
3 citrine 3 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. |
3 zircon 3 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. |
Achievements
By Emwen the Shalore Archmage level 24
41st Haze 122nd year of Ascendancy at 10:53 see stats
By Emwen the Shalore Archmage level 12
53rd Dusk 122nd year of Ascendancy at 01:26 see stats
By Emwen the Shalore Archmage level 18
9th Haze 122nd year of Ascendancy at 14:43 see stats
By Emwen the Shalore Archmage level 21
16th Haze 122nd year of Ascendancy at 01:33 see stats
By Emwen the Shalore Archmage level 10
22nd Dusk 122nd year of Ascendancy at 22:14 see stats
By Emwen the Shalore Archmage level 20
13rd Haze 122nd year of Ascendancy at 03:50 see stats
By Emwen the Shalore Archmage level 1
74th Pyre 122nd year of Ascendancy at 12:16 see stats
By Emwen the Shalore Archmage level 19
10th Haze 122nd year of Ascendancy at 04:46 see stats
By Emwen the Shalore Archmage level 18
3rd Haze 122nd year of Ascendancy at 02:49 see stats
Log
Rotting Disease from Ghoul hits Emwen for (30 absorbed), 0 blight (0 total damage).
Burning from Emwen hits Armoured skeleton warrior for 14 fire damage.
Burning from Emwen hits Ghoul for 55 fire damage.
Emwen hits Armoured skeleton warrior for 55 light damage.
Emwen hits Ghoul for 85 light damage.
Emwen hits The Master for 71 light damage.
Ghoul uses Stun.
Ghoul misses Emwen.
Emwen deactivates Disruption Shield.
Emwen's disruption shield collapses and then explodes in a powerful manastorm!
Emwen HEALS from nature damage!
Armoured skeleton warrior hits Emwen for (228 absorbed), (183 mana), 0 physical, 5 nature (5 total damage).
Melee retaliation hits Armoured skeleton warrior for 4 darkness, 4 blight, 3 light (11 total damage).
Emwen's cleansing fire area effect hits The Master for 55 fire damage.
Emwen's arcane area effect hits Armoured skeleton warrior for 30 arcane damage.
Emwen's arcane area effect hits Ghoul for 35 arcane damage.
Emwen's arcane area effect hits The Master for 33 arcane damage.
Armoured skeleton warrior receives 46 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Emwen for 26 blight damage.
Ghoul receives 61 healing from Ghoul's purging blight area effect.
Melee retaliation hits Ghoul for 7 darkness, 4 blight, 4 light (15 total damage).
Ghoul hits Emwen for 38 physical damage.
Emwen HEALS from nature damage!
Poison from Ghoulking hits Emwen for 132 nature, 23 healing (132 total damage) [23 healing].
Rotting Disease from Ghoul hits Emwen for 30 blight damage.
Armoured skeleton warrior stops burning.
The Master casts Freeze.
The Master hits Emwen for 238 cold damage.
Emwen the level 24 shalore archmage was cooled to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.