Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Select your Escorts 1.5.0Allows 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:
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: 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!) 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. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.3Quality 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. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Anorithil |
Level / Exp | 8 / 95% |
Size | medium |
Lifes / Deaths | Killed by Glikira the elven tempest at level 8 on the 78th Pyre 122nd year of Ascendancy at 05:56 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 10 (base 10) |
Magic | 36 (base 30) |
Willpower | 17 (base 10) |
Cunning | 21 (base 20) |
Resources
Life | 0/167 |
Positive | 7/51 |
Negative | 19/51 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -27.526388525819% |
Spell | +4.632211785333% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 14 |
Accuracy | 5 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 15% |
Speed | 0.95572862595281 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +27% |
Offense: Damage Penetration
Darkness | +10% |
Light | +10% |
Arcane | +15% |
Defense: Base
Armour (hardiness) | 6 (45%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 18 |
Mental Save | 13 |
Defense: Resistances
Physical | + 20%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Teleport Resistance | 10% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (95% 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: 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 100 damage for 5 turns. |
Class Talents
Celestial / Eclipse | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Hymn of Shadows |
talent | Chant of Fortress |
beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 187 HP on the iceblock remaining. Frozen |
detrimental effect | Movement speed is reduced by 37%. Slow movement |
beneficial effect | The target's light and darkness spell penetration has been increased by 10%. Totality |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * '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 ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bear paw. You'd think I could get one of these from a local hunter, but they've had no luck. Don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
Equipment
Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (-) 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. |
Main armor | [vs. linen robe (0 def, 0 armour) (Main armor)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | [vs. yew starstaff 'Ivelle' (120% power, 4 apr, darkness element) (In main hand)] yew starstaff 'Ivelle' (120% power, 4 apr, darkness element)yew starstaff 'Ivelle' (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) Burst (radius 2) on crit: +12(-) arcane When wielded/worn: Defense: +6 (+0 eff.) (-) Ranged Defense: +6 (+0 eff.) (-) Changes stats: +4(-) Wil / +4(-) Mag Changes resistances penetration: +15%(-) arcane Changes damage: +20%(-) darkness Talents granted: +1.00(-) Command Staff Reduces incoming crit damage: 15.00% (-) Physical save: +39 (+19 eff.) (-) Pinning immunity: +30% (-) Teleport immunity: +10% (-) Maximum mana: +70.00 (-) Spellpower: +16 (+8 eff.) (-) Spell crit. chance: +3% (-) Staves designed for wielders of magic, by the greats of the art. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion of the sneak (heal 175 over 5 turns)regeneration infusion of the sneak (heal 175 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the warrior (rad 5; power 25; turns 5; dispels darkness)sun infusion of the warrior (rad 5; power 25; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 12). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 25) for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion of the warrior (resist 12%; cure mental)wild infusion of the warrior (resist 12%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune (40 fire damage) heat beam rune (40 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. yew starstaff 'Ivelle' (120% power, 4 apr, darkness element) (In main hand)] Gildathra the elven-wood magestaff (129% power, 5 apr, arcane element)Gildathra the elven-wood magestaff (129% power, 5 apr, arcane element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% (+8%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 (+1) Crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-12) arcane When wielded/worn: Physical crit. chance: +13.0% Defense: +0 (+0 eff.) (-6 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (+0 eff.)) Changes stats: +4 Dex / +0(-4) Mag / +4(-) Wil / +4 Cun Changes resistances penetration: +0%(-15%) arcane Changes damage: +25% arcane / +0%(-20%) darkness Talents granted: +1.00(-) Command Staff Critical mult.: +18.00% Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-39 (-19 eff.)) Pinning immunity: +0% (-30%) Teleport immunity: +0% (-10%) Maximum mana: +0.00 (-70.00) Spellpower: +12 (+6 eff.) (-4 (-2 eff.)) Spell crit. chance: +4% (+1%) Infravision radius: +3 See invisible: +24 Staves designed for wielders of magic, by the greats of the art. |
[vs. yew starstaff 'Ivelle' (120% power, 4 apr, darkness element) (In main hand)] iron battleaxe of massacre (127% power, 1 apr)This item will automatically be transmogrified when you leave the level. iron battleaxe of massacre (127% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 127% (+6%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-3) Crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-12) arcane When wielded/worn: Defense: +0 (+0 eff.) (-6 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (+0 eff.)) Changes stats: +0(-4) Wil / +0(-4) Mag Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-39 (-19 eff.)) Pinning immunity: +0% (-30%) Teleport immunity: +0% (-10%) Maximum mana: +0.00 (-70.00) Spellpower: +0 (+0 eff.) (-16 (-8 eff.)) Spell crit. chance: +0% (-3%) Massive two-handed battleaxes. |
[vs. yew starstaff 'Ivelle' (120% power, 4 apr, darkness element) (In main hand)] flaming iron greatsword (112% power, 1 apr)This item will automatically be transmogrified when you leave the level. flaming iron greatsword (112% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 112% (-8%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-3) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +9 fire Burst (radius 2) on crit: +0(-12) arcane When wielded/worn: Defense: +0 (+0 eff.) (-6 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (+0 eff.)) Changes stats: +0(-4) Wil / +0(-4) Mag Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-39 (-19 eff.)) Pinning immunity: +0% (-30%) Teleport immunity: +0% (-10%) Maximum mana: +0.00 (-70.00) Spellpower: +0 (+0 eff.) (-16 (-8 eff.)) Spell crit. chance: +0% (-3%) Massive two-handed swords. |
[vs. yew starstaff 'Ivelle' (120% power, 4 apr, darkness element) (In main hand)] coral trident (105% power, 6 apr)This item will automatically be transmogrified when you leave the level. coral trident (105% power, 6 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Power: 105% (-14%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (+2) Crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-12) arcane When wielded/worn: Defense: +0 (+0 eff.) (-6 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (+0 eff.)) Changes stats: +0(-4) Wil / +0(-4) Mag Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-39 (-19 eff.)) Pinning immunity: +0% (-30%) Teleport immunity: +0% (-10%) Maximum mana: +0.00 (-70.00) Spellpower: +0 (+0 eff.) (-16 (-8 eff.)) Spell crit. chance: +0% (-3%) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. yew starstaff 'Ivelle' (120% power, 4 apr, darkness element) (In main hand)] coral trident (110% power, 6 apr)This item will automatically be transmogrified when you leave the level. coral trident (110% power, 6 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Power: 110% (-10%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (+2) Crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-12) arcane When wielded/worn: Defense: +0 (+0 eff.) (-6 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (+0 eff.)) Changes stats: +0(-4) Wil / +0(-4) Mag Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-39 (-19 eff.)) Pinning immunity: +0% (-30%) Teleport immunity: +0% (-10%) Maximum mana: +0.00 (-70.00) Spellpower: +0 (+0 eff.) (-16 (-8 eff.)) Spell crit. chance: +0% (-3%) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. yew starstaff 'Ivelle' (120% power, 4 apr, darkness element) (In main hand)] coral trident (110% power, 6 apr)This item will automatically be transmogrified when you leave the level. coral trident (110% power, 6 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Power: 110% (-10%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (+2) Crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-12) arcane When wielded/worn: Defense: +0 (+0 eff.) (-6 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (+0 eff.)) Changes stats: +0(-4) Wil / +0(-4) Mag Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-39 (-19 eff.)) Pinning immunity: +0% (-30%) Teleport immunity: +0% (-10%) Maximum mana: +0.00 (-70.00) Spellpower: +0 (+0 eff.) (-16 (-8 eff.)) Spell crit. chance: +0% (-3%) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. yew starstaff 'Ivelle' (120% power, 4 apr, darkness element) (In main hand)] coral trident (109% power, 6 apr)This item will automatically be transmogrified when you leave the level. coral trident (109% power, 6 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Power: 109% (-11%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (+2) Crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-12) arcane When wielded/worn: Defense: +0 (+0 eff.) (-6 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (+0 eff.)) Changes stats: +0(-4) Wil / +0(-4) Mag Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-39 (-19 eff.)) Pinning immunity: +0% (-30%) Teleport immunity: +0% (-10%) Maximum mana: +0.00 (-70.00) Spellpower: +0 (+0 eff.) (-16 (-8 eff.)) Spell crit. chance: +0% (-3%) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. yew starstaff 'Ivelle' (120% power, 4 apr, darkness element) (In main hand)] coral trident of erosion (104% power, 6 apr)This item will automatically be transmogrified when you leave the level. coral trident of erosion (104% power, 6 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Power: 104% (-15%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (+2) Crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +9 nature / +9 temporal Burst (radius 2) on crit: +0(-12) arcane When wielded/worn: Defense: +0 (+0 eff.) (-6 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (+0 eff.)) Changes stats: +0(-4) Wil / +0(-4) Mag Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-39 (-19 eff.)) Pinning immunity: +0% (-30%) Teleport immunity: +0% (-10%) Maximum mana: +0.00 (-70.00) Spellpower: +0 (+0 eff.) (-16 (-8 eff.)) Spell crit. chance: +0% (-3%) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. yew starstaff 'Ivelle' (120% power, 4 apr, darkness element) (In main hand)] iron mace of paradox (108% power, 2 apr)This item will automatically be transmogrified when you leave the level. iron mace of paradox (108% power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 108% (-12%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-2) Crit. chance: +0.5% (-3.0%) Attack speed: 100% (-) Damage (Melee): +7 temporal Burst (radius 2) on crit: +0(-12) arcane When wielded/worn: Defense: +0 (+0 eff.) (-6 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (+0 eff.)) Damage when hit (Melee): 5 temporal Changes stats: +0(-4) Wil / +0(-4) Mag Changes resistances: +6% temporal Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +0 (+0 eff.) (-39 (-19 eff.)) Pinning immunity: +0% (-30%) Teleport immunity: +0% (-10%) Maximum mana: +0.00 (-70.00) Spellpower: +0 (+0 eff.) (-16 (-8 eff.)) Spell crit. chance: +0% (-3%) Blunt and deadly. |
[vs. linen robe (0 def, 0 armour) (Main armor)] iron mail armour of resilience (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. iron mail armour of resilience (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Maximum life: +22.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of tirelessness (0 def, 1 armour)pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather gloves 'Ulfaroddaleg' (0 def, 1 armour)rough leather gloves 'Ulfaroddaleg' (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 mind Changes resistances: +9% blight / +6% cold / +3% temporal Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour)iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. iron helm of strength (+3) (0 def, 3 armour)iron helm of strength (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. iron pickaxe (dig speed 38 turns)iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. iron pickaxe of endurance (dig speed 35 turns)iron pickaxe of endurance (dig speed 35 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
This item will automatically be transmogrified when you leave the level. iron torque of kinetic psionic shield [power 25] (20 cooldown)iron torque of kinetic psionic shield [power 25] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. supercharged iron torque of thermal psionic shield [power 35] (24 cooldown)supercharged iron torque of thermal psionic shield [power 35] (24 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 35 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Nightstorm the Shalore Anorithil level 7
77th Pyre 122nd year of Ascendancy at 20:25 see stats
Log
Talent Twilight is ready to use.
Nightstorm casts Moonlight Ray.
Nightstorm hits Elven guard for 137 darkness damage.
Nightstorm hits Thought-forged bowman for 137 darkness damage.
Nightstorm hits Glikira the elven tempest for 131 darkness damage.
Glikira the elven tempest casts Flame Leash.
Nightstorm killed Elven guard!
Thunderstorm hits Nightstorm for (21 absorbed), 0 lightning (0 total damage).
Glikira the elven tempest's fire area effect hits Mean looking elven guard for 26 fire damage.
Glikira the elven tempest's fire area effect hits Nightstorm for (26 absorbed), 0 fire (0 total damage).
Glikira the elven tempest's fire area effect hits Thought-forged bowman for 26 fire damage.
Thought-forged bowman uses Crippling Shot.
Your shield crumbles under the damage!
The shield around Nightstorm crumbles.
Nightstorm shrugs off the effect 'Slow'!
Thought-forged bowman's Crippling Shot hits Nightstorm for (23 absorbed), 24 physical, 9 nature, 11 temporal (45 total damage).
Nightstorm casts Rune: Phase Door.
Nightstorm is out of phase.
Glikira the elven tempest casts Throw Bomb.
Nightstorm is encased in ice!
Glikira the elven tempest hits Nightstorm for 50 cold damage.
Thunderstorm hits Nightstorm for 7 lightning damage.
Xanydhelle the mean looking elven guard uses Mind Sear.
Xanydhelle the mean looking elven guard hits Nightstorm for (35 to ice), 53 mind (54 total damage).
Glikira the elven tempest's fire area effect hits Thought-forged bowman for 26 fire damage.
Talent Shadow Blast is ready to use.
Saving game...