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 | 19 / 32% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 13 (base 10) |
Magic | 65 (base 47) |
Willpower | 19 (base 10) |
Cunning | 46 (base 39) |
Resources
Life | 270/545 |
Positive | 76/84 |
Negative | 28/84 |
Healing Factor | 1.0283363011316 |
Regeneration | 4.3704292798093 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +34.614837934017% |
Spell | +12.536575204176% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 3 |
See Stealth | 10 |
See Invisible | 5 |
Offense: Mainhand
Damage | 24 |
Accuracy | 8 |
Crit Chance | 22% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 24% |
Speed | 0.88859999354494 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +74% |
Light | +20% |
Temporal | +28% |
Physical | +20% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Temporal | +10% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 0 |
Physical Save | 10 |
Spell Save | 27 |
Mental Save | 40 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 14%( 70%) |
Physical | + 15%( 70%) |
Cold | + 45%( 70%) |
All | + 11%( 70%) |
Lightning | + 15%( 70%) |
Light | + 15%( 70%) |
Temporal | + 23%( 70%) |
Mind | + 26%( 70%) |
Darkness | + 50%( 70%) |
Fire | + 15%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 20% |
Pinning Resistance | 23% |
Disarm Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 63% |
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 534 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 609% 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 Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Fortitude |
talent | Hymn of Shadows |
talent | Corruption of the Doomed |
beneficial effect | The target's spellpower has been increased by 39. Spellsurge |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+7 cooldowns). Infusion Saturation |
detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 60%) Suffocating |
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 failed to protect the injured seer from death by Teieia. Escort: injured seer (level 2 of Trollmire) | failed |
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 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. | 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: * You've found the needed bloated horror heart. * '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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' | 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 within8 lumberjacks have died. | done |
Equipment
On feet | pair of hardened leather boots 'Arugoblek' (0 def, 3 armour) pair of hardened leather boots 'Arugoblek' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +8 (+2 eff.) Melee Ret 2 blight ----- def ----- Armour +3 Resists +3% temporal +12% cold Max.HP +80.00 Stun/Frz- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
Light source | alchemist's lamp 'Obsidianvile' alchemist's lamp 'Obsidianvile'1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +18% darkness +3% cold ----- def ----- Resists +9% darkness Mind.save +8 (+3 eff.) ---------- misc Light +4 Infravis +2 See.Stealth +10 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | clarifying cashmere wizard hat of decomposition (2 def, 0 armour) clarifying cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +2 (+2 eff.) Resists +5% lightning +3% temporal +4% light +5% fire +3% nature +4% acid +3% blight +3% cold +3% darkness Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | Xynor [power 2] (25 cooldown) Xynor [power 2] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Dex +3 Mag ----- def ----- Defense +5 (+4 eff.) Resists +6% mind +1% physical Disease- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 47. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring of tenacity steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +27% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
On fingers | wizard's copper ring of perseverance wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | yew starstaff 'Ivoba' (120% power, 4 apr, darkness element) yew starstaff 'Ivoba' (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +20 (+5 eff.) S.pwr/crit +5 Melee+ 20 arcane Dmg.mod +20% physical +20% temporal +20% darkness +20% light Melee Ret 4 arcane ---------- misc Max.mana +38.00 Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | Elenifast (0 def, 0 armour) Elenifast (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +2% Spell.pwr +10 (+2 eff.) S.pwr/crit +4 Dmg.mod +16% darkness ----- def ----- Resists +24% darkness +11% all ---------- misc Mana/s.crit +2.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Loragas the elven-silk cloak (8 def, 9 armour) Loragas the elven-silk cloak (8 def, 9 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +7 Wil +4 Cun dps ---------- Mind.crit +7% ----- def ----- Armour +9 Defense +8 (+5 eff.) Resists +3% physical +23% cold Phys.save +3 (+3 eff.) Max.HP +20.00 HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | clarifying copper amulet of magic (+2) clarifying copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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 (+9 eff.) Phys.save +15 (+12 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. |
Wretchoath the dwarven-steel dagger (121% power, 7 apr) Wretchoath the dwarven-steel dagger (121% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Arcane/Master Power 122% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +17 blight +8 nature On Hit: 40% Epidemic 3 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 30 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +12% cold Res.pen +20% nature ----- def ----- Disease- +28% Sharp, short and deadly. |
truestriking steel greatsword (125% power, 2 apr) truestriking steel greatsword (125% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Power 125% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +13 (+12 eff.) Apr +10 Massive two-handed swords. |
ash longbow of fire ash longbow of fire4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 fire While equipped: dps ---------- Dmg.mod +15% fire Longbows are used to shoot arrows at your foes. |
balanced steel longsword (114% power, 3 apr) balanced steel longsword (114% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+8 eff.) ----- def ----- Defense +6 (+4 eff.) Disarm- +25% Sharp, long, and deadly. |
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 (+3 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. |
icy dwarven-steel steamsaw of massacre (125% power, 0 apr) icy dwarven-steel steamsaw of massacre (125% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Nature/Master/Steamtech Power 125% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +49 Uses 1.0 Steam While equipped: dps ---------- Melee+ 16 cold Melee Ret 4 ice ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
scouring dwarven-steel steamsaw (129% power, 0 apr) scouring dwarven-steel steamsaw (129% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Disrupt/Steamtech Power 130% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Melee+ 8 acid 8 nature On Hit (Melee): * 8 arcane resource burn On Melee Ret: * 8 arcane resource burn ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +8% Resists +8% acid +5% nature ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
cashmere robe 'Brenivor' (13 def, 11 armour) cashmere robe 'Brenivor' (13 def, 11 armour)2.0 T3 cloth armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +15% physical Acc +5 (+5 eff.) ----- def ----- Armour +11 Defense +13 (+8 eff.) Resists +11% all Phys.save +18 (+14 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Magmazephyr (6 def, 3 armour) Magmazephyr (6 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +2.0% Crit.mult +5.00% Phys.pwr +5 (+5 eff.) Melee Ret 2 physical 4 fire ----- def ----- Armour +3 Defense +6 (+4 eff.) Resists +12% nature A pair of boots made of leather. |
insulating pair of hardened leather boots of tirelessness (0 def, 3 armour) insulating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Resists +8% fire +6% cold ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Brightwrack the cashmere wizard hat (2 def, 0 armour) Brightwrack the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +1 Str +2 Mag +5 Wil +9 Cun dps ---------- Mind.crit +5% Melee Ret 6 fire ----- def ----- Defense +2 (+2 eff.) Mind.save +13 (+4 eff.) ---------- misc Infravis +3 Hateful Whisper: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 70 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
rejuvenating dwarven-steel mail armour of resilience (3 def, 8 armour) rejuvenating dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Max.HP +31.00 HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
rejuvenating steel mail armour of clarity (2 def, 6 armour) rejuvenating steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +12 (+4 eff.) HP.reg +3.70 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
dwarven-steel shield (0 def, 6 armour, 78.5 block) dwarven-steel shield (0 def, 6 armour, 78.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of lightning resistance (+15%) (0 def, 6 armour, 77 block) shocking dwarven-steel shield of lightning resistance (+15%) (0 def, 6 armour, 77 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 11 lightning Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Corruptionknight the dwarven-steel pickaxe (dig speed 29 turns) Corruptionknight the dwarven-steel pickaxe (dig speed 29 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Wil +6 Cun dps ---------- Dmg.mod +6% lightning Res.pen +15% nature ----- def ----- Fatigue -6% ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Blazesting the brass lantern Blazesting the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Crit.mult +10.00% ----- def ----- Resists +6% light ---------- misc Light +5 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
cleansing yew wand of conjuration [power 200] (15 cooldown) cleansing yew wand of conjuration [power 200] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 200 fire damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Teieia the Doomelf Anorithil level 9
25th Dusk 122nd year of Ascendancy at 01:51 see stats
By Teieia the Doomelf Anorithil level 6
76th Pyre 122nd year of Ascendancy at 12:49 see stats
By Teieia the Doomelf Anorithil level 10
31st Dusk 122nd year of Ascendancy at 14:25 see stats
By Teieia the Doomelf Anorithil level 10
31st Dusk 122nd year of Ascendancy at 14:36 see stats
By Teieia the Doomelf Anorithil level 12
58th Dusk 122nd year of Ascendancy at 05:07 see stats
By Teieia the Doomelf Anorithil level 17
41st Haze 122nd year of Ascendancy at 14:09 see stats
Log
Teieia lessens the pain.
Teieia hits Teieia for (121 absorbed) damage.
Talent Mind Blast is ready to use.
Teieia hits Teieia for (145 absorbed) damage.
Teieia activates Chant of Fortitude.
Teieia deactivates Chant of Fortress.
The shield around Teieia crumbles.
Teieia hits Teieia for (191 absorbed) damage.
Teieia feels pain again.
Talent Rune: Shielding is ready to use.
LIFE LOST WARNING!
Teieia casts Healing Light.
Teieia's spell attains critical power!
Teieia receives 346 healing.
Talent Corruption of the Doomed is ready to use.
Teieia activates Corruption of the Doomed.
Teieia casts Rune: Shielding.
A shield forms around Teieia.
Teieia hits Teieia for (273 absorbed) damage.
You don't see how to get there...
Your shield crumbles under the damage!
The shield around Teieia crumbles.
Teieia hits Teieia for (261 absorbed) damage.