Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: 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:
Improved Auto-explore and Rest 1.7.2Quality 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. 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 | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Anorithil |
Level / Exp | 19 / 74% |
Size | medium |
Lifes / Deaths | Killed by Veliwyn the rogue at level 19 on the 15th Haze 122nd year of Ascendancy at 07:11 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 12 (base 10) |
Magic | 58 (base 47) |
Willpower | 12 (base 10) |
Cunning | 44 (base 39) |
Resources
Life | -65/507 |
Positive | 35/104 |
Negative | 40/104 |
Healing Factor | 1.1291526171258 |
Regeneration | 5.9280512399104 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 21 |
Accuracy | 27 |
Crit Chance | 13% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Light | +5% |
Temporal | +4% |
Darkness | +15% |
Physical | +4% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 25 (30%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 22 |
Mental Save | 19 |
Defense: Resistances
Acid | + 22%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 21%( 70%) |
Darkness | + 9%( 70%) |
Fire | + 9%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 46% |
Silence Resistance | 22% |
Confusion Resistance | 24% |
Stun Resistance | 22% |
Pinning Resistance | 45% |
Poison Resistance | 20% |
Knockback Resistance | 86% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 394 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 67 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. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 458% 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 Constitution stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 221/221 damage before it crumbles. Damage Shield |
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 |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 bear paw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed red crystal shard. | 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 within11 lumberjacks have died. | done |
Equipment
On feet | Neretira the pair of iron boots (0 def, 13 armour) Neretira the pair of iron boots (0 def, 13 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: defense ------ Armor +13 Fatigue +2% Physical save +6 (+3 eff.) Silence Resist +22% Confus Resist +24% Stun Resist +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Brandwolf' brass lantern 'Brandwolf'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +3% mind When Hit 4 fire defense ------ Crit Resistance 10.00% Life +42.00 other ------- Light +6 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 | linen wizard hat 'Bokelathazor' (1 def, 6 armour) linen wizard hat 'Bokelathazor' (1 def, 6 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Str offense ------ Ignore resists +5% mind +5% physical Accuracy +5 (+3 eff.) defense ------ Armor +6 Defense +1 (+1 eff.) Shield Power +6% Life Regen +1.80 A pointy cloth hat, very wizardly... |
Tool | steel torque of clear mind [power 2] (25 cooldown) steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Guneromiyon' copper ring 'Guneromiyon'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +3 Dex defense ------ Life +44.00 Disarm Resist +22% Pinning Resist +24% Knockbk Resist +23% other ------- Max psi +20.00 See Invisibility +6 Rings make your fingers look great! |
On fingers | Polosenor the copper ring Polosenor the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Accuracy +5 (+3 eff.) Ignore Armor +5 defense ------ Physical save +12 (+6 eff.) Life +22.00 Disarm Resist +24% Pinning Resist +21% Knockbk Resist +23% other ------- Max stamina +30.00 Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 | cruel elm starstaff of might (10-12 power, 2 apr, darkness element) cruel elm starstaff of might (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Yvybeth' (0 def, 2 armour) hardened leather gloves 'Yvybeth' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 10 acid Damage +5% acid Accuracy +13 (+7 eff.) When Hit 6 acid 6 temporal On-Hit (Melee): * 10% chance to reduce armor by 32% defense ------ Armor +2 Resistance +8% acid Life Regen +1.50 other ------- Stamina/turn +0.50 Psi/turn +0.16 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. |
Main armor | tormentor's woollen robe of life (0 def, 0 armour) tormentor's woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun offense ------ Critical power +12.00% defense ------ Resistance +7% blight +9% all Life +40.00 Life Regen +1.70 Healmod +11% other ------- Hate-on-crit +2.00 Psi-on-crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Gerastir the linen cloak (6 def, 0 armour) Gerastir the linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con defense ------ Defense +6 (+6 eff.) Resistance +6% acid +3% temporal +6% blight Unlife -40.00 life Poison Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starseer's copper amulet of magic (+3) starseer's copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +5% darkness +4% temporal +5% light +4% physical Amulets make your neck look great! |
Inventory
copper amulet of constitution (+2) =Con= copper amulet of constitution (+2) =Con=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
Getandur the elm magestaff (10-12 power, 2 apr, fire element) =Con= Getandur the elm magestaff (10-12 power, 2 apr, fire element) =Con=5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Str +2 Wil +4 Con offense ------ Spell Crit +1% Spellpower +13 (+4 eff.) Damage +10% fire Ignore resists +10% arcane other ------- Mana/turn +0.12 Light +2 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Ragalar the elm magestaff (10-12 power, 2 apr, fire element) Ragalar the elm magestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Str +2 Con offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +6% mind +10% fire When Hit 8 mind other ------- Psi when Hit +0.04 Infravision +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elm magestaff (10-12 power, 2 apr, arcane element) earthen elm magestaff (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% arcane defense ------ Armor +3 Hardiness +3% Physical save +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (15-18 power, 3 apr, acid element) ash vilestaff (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming steel battleaxe of daylight (20-31 power, 2 apr) flaming steel battleaxe of daylight (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 light Damage Against +13% Undead On-Hit, radius 1 +10 fire Massive two-handed battleaxes. |
acidic dwarven-steel battleaxe of massacre (42-63 power, 2 apr) acidic dwarven-steel battleaxe of massacre (42-63 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane/Master Weapon Damage 42.0 - 63.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Massive two-handed battleaxes. |
warbringer's steel greatsword of erosion (24-38 power, 2 apr) warbringer's steel greatsword of erosion (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego+] Nature/Master Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 nature While equipped: Stats +3 Con offense ------ Physical Power +10 (+7 eff.) Ignore resists +10% physical defense ------ Disarm Resist +14% Massive two-handed swords. |
steel longsword of massacre (20-27 power, 3 apr) steel longsword of massacre (20-27 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
iron waraxe of erosion (12-16 power, 2 apr) iron waraxe of erosion (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +5 nature One-handed war axes. |
steel dagger 'Floerebel' (12-16 power, 6 apr) steel dagger 'Floerebel' (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Disrupt Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +4 cold On-Hit, radius 1 +12 light +8 cold On Hit: * 9% chance to slow global speed by 41% While equipped: offense ------ Damage +12% fire Ignore resists +20% cold defense ------ Resistance +3% light Sharp, short and deadly. |
absorbing vined mindstar (4-4 power, 18 apr, mind damage) absorbing vined mindstar (4-4 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic Weapon Damage 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Resistance +8% lightning +5% fire +9% cold other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. |
blooming vined mindstar (6-6 power, 18 apr, nature damage) blooming vined mindstar (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Healmod +11% Heal-on-summon +12 other ------- 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. |
storming quiver of yew arrows (19/19, 35-49 power, 10 apr) storming quiver of yew arrows (19/19, 35-49 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Nature Weapon Damage 35.0 - 49.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 19 On-ranged-hit +17 lightning On-crit, radius 2 +14 lightning Arrows are used with bows to pierce your foes to death. |
acidic steel shield of acid resistance (+17%) (0 def, 4 armour, 42.5 block) acidic steel shield of acid resistance (+17%) (0 def, 4 armour, 42.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 acid When Hit 3 acid defense ------ Armor +4 Fatigue +8% Resistance +17% acid other ------- Talents +1 Block Handheld deflection devices. |
flaming steel shield of temporal resistance (+11%) (0 def, 4 armour, 40 block) flaming steel shield of temporal resistance (+11%) (0 def, 4 armour, 40 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 5 fire When Hit: * 18% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +8% Resistance +11% temporal other ------- Talents +1 Block Handheld deflection devices. |
shocking steel shield of fire resistance (+18%) (0 def, 4 armour, 37.5 block) shocking steel shield of fire resistance (+18%) (0 def, 4 armour, 37.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 lightning When Hit 2 lightning defense ------ Armor +4 Fatigue +8% Resistance +18% fire other ------- Talents +1 Block Handheld deflection devices. |
linen robe of frost (+16%) (0 def, 0 armour) linen robe of frost (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +7% all +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour) mindwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Resistance +9% all Mind save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe (0 def, 0 armour) spellwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) defense ------ Resistance +9% all Spell save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of light (+22%) (0 def, 0 armour) focusing cashmere robe of light (+22%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +15% light defense ------ Resistance +22% light +11% all other ------- Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour) =Con= Skin of Many (12 def, 6 armour) =Con=9.0 Encumbrance T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+10 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
rejuvenating cured leather armour of spell shielding (6 def, 4 armour) rejuvenating cured leather armour of spell shielding (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Nature While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +6% arcane Spell save +10 (+5 eff.) Life Regen +2.40 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+11 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
impenetrable steel mail armour (2 def, 13 armour) impenetrable steel mail armour (2 def, 13 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour of cold resistance (2 def, 13 armour) impenetrable steel mail armour of cold resistance (2 def, 13 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% cold A suit of armour made of mail. |
rejuvenating steel mail armour of cold resistance (2 def, 6 armour) rejuvenating steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% cold Life Regen +2.60 other ------- Stamina/turn +0.60 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Normal] While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic dwarven-steel mail armour of fire resistance (3 def, 8 armour) prismatic dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +19% fire +12% light +14% darkness A suit of armour made of mail. |
Emelibeth (0 def, 9 armour) Emelibeth (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Random Unique] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +9 Fatigue +22% Resistance +26% acid +6% physical +6% light +6% fire Physical save +13 (+7 eff.) Life +30.00 A suit of armour made of metal plates. |
Blizzardnull the rough leather belt Blizzardnull the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Damage +15% cold defense ------ Resistance +9% lightning +9% cold Mind save +6 (+3 eff.) Life +35.00 A belt that goes around your waist. |
enveloping cashmere cloak of battle (8 def, 0 armour) enveloping cashmere cloak of battle (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +3 (+3 eff.) defense ------ Defense +8 (+8 eff.) Fatigue -3% Physical save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Nerulera' (0 def, 1 armour) =Con= pair of rough leather boots 'Nerulera' (0 def, 1 armour) =Con=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +15% mind defense ------ Armor +1 Resistance +9% blight +3% cold +3% temporal Spell save +6 (+3 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Kindlekiller the pair of hardened leather boots (0 def, 3 armour) Kindlekiller the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Lck +5 Dex offense ------ Ignore resists +15% light On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Armor +3 Resistance +3% blight +6% light Stealth +7 other ------- Light +2 A pair of boots made of leather. |
wanderer's pair of iron boots (0 def, 3 armour) wanderer's pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +1 Con defense ------ Armor +3 Fatigue +2% Physical save +12 (+6 eff.) Mind save +11 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dazzlebreacher (15 def, 9 armour) Dazzlebreacher (15 def, 9 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Critical power +20.00% Physical Power +10 (+7 eff.) defense ------ Armor +9 Defense +15 (+12 eff.) Fatigue +3% Resistance +10% darkness other ------- Light +3 Infravision +5 A cap made of leather. |
grounding iron helm of constitution (+3) (0 def, 3 armour) =Con= grounding iron helm of constitution (+3) (0 def, 3 armour) =Con=3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of constitution (+3) (0 def, 3 armour) insulating iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +7% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of the depths (0 def, 3 armour) =Water= iron helm of the depths (0 def, 3 armour) =Water=3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate 12 agate0.0 Encumbrance 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. |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
11 ametrine 11 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Encumbrance 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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
135 alchemist agate 135 alchemist agate0.0 Encumbrance 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. |
alchemist's lamp alchemist's lamp1.0 Encumbrance T3 lite [Normal] While equipped: other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Quenchwolf the iron pickaxe (dig speed 29 turns) =Str= Quenchwolf the iron pickaxe (dig speed 29 turns) =Str=3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +8 Str +4 Wil offense ------ Physical Crit +6.0% Mind Crit +5% Damage +6% cold defense ------ Resistance +9% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of predation (dig speed 29 turns) iron pickaxe of predation (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Dex offense ------ Physical Power +4 (+4 eff.) Move Speed +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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 Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
Achievements
By ZenAno the Doomelf Anorithil level 19
4th Haze 122nd year of Ascendancy at 19:45 see stats
By ZenAno the Doomelf Anorithil level 6
78th Pyre 122nd year of Ascendancy at 13:00 see stats
By ZenAno the Doomelf Anorithil level 10
1st Summertide 122nd year of Ascendancy at 12:20 see stats
By ZenAno the Doomelf Anorithil level 11
2nd Summertide 122nd year of Ascendancy at 18:08 see stats
By ZenAno the Doomelf Anorithil level 11
11st Dusk 122nd year of Ascendancy at 13:32 see stats
By ZenAno the Doomelf Anorithil level 18
73rd Dusk 122nd year of Ascendancy at 08:09 see stats
Log
Veliwyn the rogue receives 74 healing from Infusion: Healing.
Veliwyn the rogue has shrugged off 48 damage and is ready for more.
The shield around ZenAno crumbles.
ZenAno is no longer out of phase.
Talent Infusion: Movement is ready to use.
--------------------------------
ZenAno uses Infusion: Movement.
ZenAno is moving at extreme speed!
--------------------------------
ZenAno casts Sun Flare.
Veliwyn the rogue loses sight!
ZenAno slows down.
ZenAno hits Veliwyn the rogue for (48 rampage shugs off), 54 light (54 total damage).
Veliwyn the rogue uses Slash.
ZenAno has a cursed wound!
Melee retaliation hits Veliwyn the rogue for 6 acid, 6 temporal, 11 light, 4 fire, 9 darkness (37 total damage).
Veliwyn the rogue hits ZenAno for 188 physical damage.
Veliwyn the rogue has shrugged off 48 damage and is ready for more.
Talent Healing Light is ready to use.
Talent Moonlight Ray is ready to use.
ZenAno's light area effect hits Glywe the assassin for 38 light damage.
Veliwyn the rogue uses Slam.
Veliwyn the rogue slams ZenAno!
ZenAno resists the stunning blow!
Veliwyn the rogue hits ZenAno for 45 physical damage.
ZenAno the level 19 doomelf anorithil was crushed to death by Veliwyn the rogue on level 1 of The Maze.
--------------------------------
A shield forms around ZenAno.