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 | 23 / 66% |
Size | medium |
Lifes / Deaths | Killed by Uzemor the quasit squad leader at level 23 on the 36th Haze 122nd year of Ascendancy at 11:00 3 / 2Killed by Uzemor the quasit squad leader at level 23 on the 36th Haze 122nd year of Ascendancy at 11:52 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 20 (base 10) |
Magic | 74 (base 53) |
Willpower | 28 (base 10) |
Cunning | 54 (base 48) |
Resources
Life | 417/417 |
Mana | 228/228 |
Negative | 139/139 |
Positive | 116/116 |
Healing Factor | 1.087058885578 |
Regeneration | 7.8811769204405 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Offense: Mainhand
Damage | 29 |
Accuracy | 11 |
Crit Chance | 17% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Arcane | +17% |
Cold | +15% |
All | 0% |
Physical | +13% |
Darkness | +56% |
Light | 0% |
Temporal | +5% |
Mind | +6% |
Lightning | +3% |
Fire | 0% |
Nature | +35% |
Offense: Damage Penetration
Darkness | +10% |
Light | +25% |
Blight | +5% |
Cold | +30% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 41 |
Mental Save | 44 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 44%( 70%) |
All | + 9%( 70%) |
Physical | + 29%( 70%) |
Lightning | + 28%( 70%) |
Light | + 17%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 12%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 16%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 28% |
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Poison Resistance | 39% |
Disarm Resistance | 25% |
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 421 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 484% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
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 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Premonition |
talent | Corruption of the Doomed |
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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Xynor the rattlesnake. Escort: worried loremaster (level 1 of Old Forest) | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. | 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. * '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 mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed electric eel tail. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' | 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 within7 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | grounding pair of dwarven-steel boots of evasion (7 def, 4 armour) grounding pair of dwarven-steel boots of evasion (7 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +7 (+7 eff.) Fatigue +3% Resists +6% lightning +5% temporal Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 15% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Growbringer Growbringer1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% nature +15% darkness Melee Ret 4 acid On Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce armor by 36% ----- def ----- Resists +10% blight +6% nature HP.reg +7.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Relgoharachak the Blackpanic (2 def, 0 armour) Relgoharachak the Blackpanic (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% darkness On Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +2 (+2 eff.) Resists +8% lightning +5% temporal +5% arcane +3% blight A pointy cloth hat, very wizardly... |
Tool | Glowgash the voratun pickaxe (dig speed 19 turns) Glowgash the voratun pickaxe (dig speed 19 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +9 Str dps ---------- Dmg.mod +6% mind ----- def ----- Fatigue -14% Resists +9% light +3% mind Phys.save +13 (+7 eff.) Spell.save +13 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +57.00 ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | savior's copper ring of nature (+22%) savior's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+3 eff.) Rings make your fingers look great! |
On fingers | Glowcutter Glowcutter0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +11% blight +9% cold +6% nature +6% darkness Poison- +13% Disease- +17% ---------- misc Light +3 Rings make your fingers look great! |
Around waist | hardened leather belt 'Zerig' hardened leather belt 'Zerig'1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Cun +4 Wil dps ---------- Res.pen +5% mind ----- def ----- Resists +6% acid +3% darkness +8% fire +5% cold +5% arcane +7% lightning Disease- +20% A belt that goes around your waist. |
In main hand | Tulikhad the yew vilestaff (120% power, 4 apr, darkness element) Tulikhad the yew vilestaff (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 +3 Mag +5 Cun +3 Con dps ---------- Spell.crit +8% Crit.mult +10.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Resists +3% nature +2% physical Phys.save +9 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +8 (+3 eff.) Pinning- +20% ---------- misc N.En/turn +0.20 Vim/s.crit +3.00 Max.vim +28.00 Max.N.En +23.00 Talents +1 Command Staff On Spell Hit: 10% Ice Shards 3 Staves designed for wielders of magic, by the greats of the art. |
On hands | Isavena the hardened leather gloves (0 def, 2 armour) Isavena the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 5 arcane Dmg.mod +10% arcane +9% acid Acc +6 (+4 eff.) ----- def ----- Armour +2 Resists +10% arcane Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Glorasetta the Duathelhunt (0 def, 0 armour) Glorasetta the Duathelhunt (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +3 Mag +3 Wil +3 Con dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +13% physical +9% darkness +12% nature +7% arcane +5% temporal Res.pen +15% cold ----- def ----- Resists +13% physical +3% darkness +9% all Poison- +26% Disease- +25% ---------- misc Max.mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Sparkwoe' (1 def, 6 armour) linen cloak 'Sparkwoe' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +3% lightning Res.pen +5% blight +15% cold ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold ---------- misc Mana/turn +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Isarenor the Hailpassion Isarenor the Hailpassion0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +15% cold ----- def ----- Resists +12% cold +7% physical Mind.save +14 (+5 eff.) Confus- +28% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
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 (+12 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. |
Eilinerama the Kindlespitter (120% power, 4 apr, fire element) Eilinerama the Kindlespitter (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Master 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: dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +6% light +20% fire ----- def ----- Defense +25 (+17 eff.) Spell.save +6 (+2 eff.) Confus- +10% Teleport- +10% ---------- misc Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lisoletira (118% power, 4 apr) Lisoletira (118% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Arcane Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 light Against +16% Undead On Hit: * 20% chance to reduce armor by 36% While equipped: ----- def ----- Resists +9% blight Mind.save +12 (+4 eff.) HP.reg +4.00 Silence- +20% Knockbk- +20% One-handed war axes. |
Thunderlord the hardened leather belt Thunderlord the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +10% cold Acc +10 (+6 eff.) ----- def ----- Defense +21 (+15 eff.) Resists +6% lightning Phys.save +12 (+6 eff.) Stealth +8 A belt that goes around your waist. |
Xanadhekira the linen cloak (7 def, 0 armour) Xanadhekira the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+7 eff.) Resists +3% nature Crit.chn- 15.00% Phys.save +12 (+6 eff.) HP.reg +2.00 Cut- +10% Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+11 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 38.27 to 47.84 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Zeraroddahor the pair of hardened leather boots (26 def, 3 armour) Zeraroddahor the pair of hardened leather boots (26 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Dex ----- def ----- Armour +3 Defense +26 (+18 eff.) Die.at -20.00 life Heal.mod +10% Blind- +20% A pair of boots made of leather. |
Nimbuskill (0 def, 3 armour) Nimbuskill (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +9% lightning Res.pen +15% lightning +10% fire Melee Ret 2 nature ----- def ----- Armour +3 Fatigue +3% Resists +18% lightning +12% fire A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Xarida (0 def, 9 armour) Xarida (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +9 Dex dps ---------- Phys.pwr +20 (+12 eff.) ----- def ----- Armour +9 Fatigue +3% Phys.save +27 (+11 eff.) A cap made of leather. |
hardened leather cap 'Tundraweeper' (25 def, 5 armour) hardened leather cap 'Tundraweeper' (25 def, 5 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +15% cold ----- def ----- Armour +5 Defense +25 (+17 eff.) Fatigue +3% Resists +6% nature Spell.save +3 (+1 eff.) Max.HP +58.00 Heal.mod +15% Poison- +20% Disease- +20% A cap made of leather. |
Bealathagen (dig speed 17 turns) Bealathagen (dig speed 17 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Mag ----- def ----- Resists +1% physical +6% darkness +6% cold Max.HP +22.00 Confus- +10% ---------- misc Mana/turn +0.12 Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Geyassra the Torchrazor (dig speed 23 turns) Geyassra the Torchrazor (dig speed 23 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +9% fire Res.pen +10% light +20% fire On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +6% cold +6% fire +7% darkness +9% light Affinity +15% darkness ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 113.91 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 113.91 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
dwarven-steel torque of psionic shield 'Greenwish' [power 75] (25 cooldown) dwarven-steel torque of psionic shield 'Greenwish' [power 75] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature +24% acid Res.pen +10% cold ----- def ----- Resists +9% nature Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By Teieia the Doomelf Anorithil level 10
13rd Dusk 122nd year of Ascendancy at 22:11 see stats
By Teieia the Doomelf Anorithil level 6
76th Pyre 122nd year of Ascendancy at 08:22 see stats
By Teieia the Doomelf Anorithil level 10
78th Pyre 122nd year of Ascendancy at 11:47 see stats
By Teieia the Doomelf Anorithil level 20
12nd Haze 122nd year of Ascendancy at 04:51 see stats
By Teieia the Doomelf Anorithil level 18
3rd Haze 122nd year of Ascendancy at 13:08 see stats
By Teieia the Doomelf Anorithil level 20
32nd Haze 122nd year of Ascendancy at 20:57 see stats
By Teieia the Doomelf Anorithil level 10
79th Pyre 122nd year of Ascendancy at 02:49 see stats
By Teieia the Doomelf Anorithil level 10
2nd Mirth 122nd year of Ascendancy at 11:35 see stats
By Teieia the Doomelf Anorithil level 23
36th Haze 122nd year of Ascendancy at 07:06 see stats
By Teieia the Doomelf Anorithil level 15
65th Dusk 122nd year of Ascendancy at 18:20 see stats
Log
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Uzemor the quasit squad leader killed Teieia!
Teieia is moving at extreme speed!
Saving game...
Saving done.
Talent Infusion: Healing is ready to use.
Teieia slows down.
Talent Twilight Surge is ready to use.
Talent Circle of Warding is ready to use.
Talent Sun Flare is ready to use.
Talent Celestial Surge is ready to use.
Talent Circle of Sanctity is ready to use.
Talent Circle of Shifting Shadows is ready to use.
Talent Infusion: Movement is ready to use.
Talent Healing Light is ready to use.
Talent Bathe in Light is ready to use.
Talent Barrier is ready to use.
Talent Track is ready to use.
Teieia activates Premonition.
Talent Chant of Fortress is ready to use.
Talent Hymn of Shadows is ready to use.
Talent Infusion: Wild is ready to use.
Talent Sunburst is ready to use.
Talent Corruption of the Doomed is ready to use.
Teieia activates Corruption of the Doomed.
Talent Providence is ready to use.
You are sent back to the material plane!