Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
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 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 Adventure |
Sex | Female |
Race | Doomelf |
Class | Anorithil |
Level / Exp | 20 / 65% |
Size | medium |
Lifes / Deaths | Killed by Gloramira the giant spider at level 20 on the 69th Haze 122nd year of Ascendancy at 06:15 3 / 2Killed by Ce'Nuyawen the rattlesnake at level 20 on the 69th Haze 122nd year of Ascendancy at 12:09 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 31 (base 19) |
Magic | 67 (base 48) |
Willpower | 21 (base 10) |
Cunning | 44 (base 35) |
Resources
Life | 409/409 |
Positive | 107/107 |
Negative | 128/128 |
Healing Factor | 1.1658714593978 |
Regeneration | 2.0402750539462 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -61.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 3 |
See Stealth | 5 |
See Invisible | 19 |
Offense: Mainhand
Damage | 26 |
Accuracy | 21 |
Crit Chance | 19% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +4% |
Acid | +15% |
Darkness | +21% |
Blight | +6% |
Arcane | +3% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Temporal | +5% |
Lightning | +5% |
Mind | +15% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 39 |
Mental Save | 28 |
Defense: Resistances
Blight | + 27%( 70%) |
Cold | + 19%( 70%) |
All | + 17%( 70%) |
Darkness | + 27%( 70%) |
Light | + 34%( 70%) |
Lightning | + 22%( 70%) |
Mind | + 34%( 70%) |
Fire | + 34%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 16% |
Disarm Resistance | 33% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
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 241 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 101 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% 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 Cunning stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
Escort the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed green worm. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ice ant stinger. 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 giant spider spinneret. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed length of troll intestine. | 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 within6 lumberjacks have died. | done |
Equipment
On feet | Woewarden (0 def, 4 armour) Woewarden (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +4 Fatigue -3% Resists +3% blight +12% fire +3% darkness +3% cold Phys.save +8 (+4 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Crackleserpent the alchemist's lamp Crackleserpent the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +5% lightning Melee Ret 6 lightning On Hit (Melee): * 20% chance to slow global speed by 44% * 10 arcane resource burn ----- def ----- Resists +6% darkness +3% fire Blind- +25% Confus- +16% ---------- misc Light +8 See.Stealth +5 See.Invis +10 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Tulavor the rough leather cap (0 def, 1 armour) Tulavor the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +8 Dmg.mod +3% arcane Melee Ret 2 temporal ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 A cap made of leather. |
Tool | yew wand of clairvoyance 'Kirig' [power 11] (39/15 cooldown) yew wand of clairvoyance 'Kirig' [power 11] (39/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Cun +5 Wil dps ---------- Res.pen +15% mind ---------- misc Light +3 Infravis +3 Reveal the area around you, dispelling darkness (radius 11, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Zerydig the gold ring Zerydig the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 * 10% chance to reduce all saves and defense by 18 ----- def ----- Resists +9% mind Rings make your fingers look great! |
On fingers | gold quartz ring gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +16% Acc +8 (+4 eff.) ----- def ----- Defense +11 (+5 eff.) Stun/Frz- +30% Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around waist | Voranor the hardened leather belt Voranor the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +10% acid ----- def ----- Armour +11 Defense +7 (+3 eff.) Resists +6% blight +6% fire +3% nature +15% light Phys.save +16 (+7 eff.) A belt that goes around your waist. |
In main hand | ash magestaff 'Ivyvea' (111% power, 3 apr, darkness element) ash magestaff 'Ivyvea' (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil +3 Cun +2 Con dps ---------- Phys.crit +6.0% Spell.crit +5% Crit.mult +12.00% Phys.pwr +8 (+4 eff.) Spell.pwr +12 (+4 eff.) S.pwr/crit +3 Dmg.mod +15% darkness Res.pen +5% temporal Acc +6 (+3 eff.) ----- def ----- Crit.chn- 5.00% ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +23.00 Max.N.En +21.00 See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Emelimira' (0 def, 2 armour) hardened leather gloves 'Emelimira' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +1 Con dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning +9% mind +9% acid ----- def ----- Armour +2 Resists +6% lightning +3% mind Phys.save +10 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) HP.reg +1.50 Disarm- +33% ---------- misc Stam/turn +0.40 Psi/turn +0.11 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | spellwoven cashmere robe of Linaniil (0 def, 0 armour) spellwoven cashmere robe of Linaniil (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+7 eff.) ----- def ----- Resists +11% all Spell.save +16 (+5 eff.) ---------- misc Mana/turn +0.10 Max.mana +48.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Unlightjam the cashmere cloak (2 def, 0 armour) Unlightjam the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness ----- def ----- Defense +2 (+1 eff.) Resists +3% blight +6% mind +3% darkness Spell.save +7 (+2 eff.) Mind.save +9 (+4 eff.) Stun/Frz- +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 | Emelidanne the copper amulet Emelidanne the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Dex +5 Mag +1 Wil +3 Con ----- def ----- Resists +6% light +3% mind Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 174; cd 12) healing infusion of the wizard (heal 174; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 28%; mental; dur 2; cd 13) wild infusion of the wizard (res 28%; mental; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
gold amulet 'Gleampeal' gold amulet 'Gleampeal'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Fatigue -5% Resists +6% light +12% acid HP.reg +2.00 ---------- misc Stam/turn +0.60 Light +3 Amulets make your neck look great! |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Crystal Shard (113% power, 4 apr, physical element) Crystal Shard (113% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
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. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 42% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Salasena the Scaldburst (0 def, 6 armour) Salasena the Scaldburst (0 def, 6 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +9 (+5 eff.) Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +3% Resists +9% nature ---------- misc Infravis +2 A cap made of leather. |
iron pickaxe 'Aerivea' (dig speed 36 turns) iron pickaxe 'Aerivea' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% Resists +9% acid +3% mind HP.reg +2.00 Pinning- +20% Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Spectral Cage Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 278 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Strikepierce Strikepierce1.0 T3 lite [Rare] Arcane While equipped: Stats +7 Con dps ---------- Dmg.mod +8% darkness +6% physical Res.pen +10% blight Melee Ret 4 lightning ----- def ----- Armour +4 Resists +8% light Affinity +5% darkness Phys.save +6 (+3 eff.) ---------- misc Light +4 Infravis +4 Moonlight Ray: Puts all charms on 8 cooldown Level 5.2 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 218.47 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
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.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Achievements
By Teieia the Doomelf Anorithil level 10
18th Dusk 122nd year of Ascendancy at 14:25 see stats
By Teieia the Doomelf Anorithil level 6
75th Pyre 122nd year of Ascendancy at 20:31 see stats
By Teieia the Doomelf Anorithil level 10
7th Flare 122nd year of Ascendancy at 05:49 see stats
By Teieia the Doomelf Anorithil level 20
47th Haze 122nd year of Ascendancy at 22:35 see stats
By Teieia the Doomelf Anorithil level 16
39th Haze 122nd year of Ascendancy at 10:06 see stats
By Teieia the Doomelf Anorithil level 10
27th Dusk 122nd year of Ascendancy at 17:48 see stats
By Teieia the Doomelf Anorithil level 13
44th Dusk 122nd year of Ascendancy at 23:01 see stats
By Teieia the Doomelf Anorithil level 16
27th Haze 122nd year of Ascendancy at 10:42 see stats
Log
Zubabremira the hummerhorn loses sight!
Ce'Nuyawen the rattlesnake resists the blinding light!
The shield around Zubabremira the hummerhorn crumbles.
Teieia hits Zubabremira the hummerhorn for (52 to psi shield), (75 absorbed), 73 light (73 total damage).
Teieia hits Ce'Nuyawen the rattlesnake for 189 light damage.
Deep Wound from Zubabremira the hummerhorn hits Teieia for (20 absorbed), 0 physical (0 total damage).
Bleeding from Zubabremira the hummerhorn hits Teieia for (17 absorbed), 0 physical (0 total damage).
Zubabremira the hummerhorn uses Telekinetic Smash.
Zubabremira the hummerhorn misses Teieia.
Zubabremira the hummerhorn misses Teieia.
Your shield crumbles under the damage!
The shield around Teieia crumbles.
Ce'Nuyawen the rattlesnake's Fan of Knives performs a melee critical strike against Teieia!
Ce'Nuyawen the rattlesnake's Fan of Knives performs a melee critical strike against Teieia!
Ce'Nuyawen the rattlesnake's Fan of Knives hits Teieia for 113 physical damage.
Ce'Nuyawen the rattlesnake's Fan of Knives hits Teieia for (13 absorbed), 58 physical (58 total damage).
Ce'Nuyawen the rattlesnake's Fan of Knives hits Teieia for 64 physical damage.
Ce'Nuyawen the rattlesnake's Fan of Knives hits Teieia for 97 physical damage.
Ce'Nuyawen the rattlesnake's Fan of Knives hits Teieia for 60 physical damage.
Melee retaliation hits Ce'Nuyawen the rattlesnake for 5 lightning, 2 temporal, 18 light, 5 lightning, 2 temporal, 18 light, 5 lightning, 2 temporal, 18 light, 5 lightning, 2 temporal, 18 light, 5 lightning, 2 temporal, 18 light (129 total damage).
Teieia the level 20 doomelf anorithil was crushed to death by Ce'Nuyawen the rattlesnake on level 2 of Old Forest.
You have 3 life(s) left.
Silyldawen, the experimenting tinker is not silenced anymore.
Silyldawen, the experimenting tinker stops bleeding.
The shield around Silyldawen, the experimenting tinker crumbles.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ce'Nuyawen the rattlesnake's Fan of Knives killed Teieia!
Saving game...
Saving done.