Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
Sex | Female |
Race | Higher |
Class | Anorithil |
Level / Exp | 20 / 98% |
Size | medium |
Lifes / Deaths | Killed by Glutira the ghoul at level 20 on the 8th Regrowth 123rd year of Ascendancy at 17:06 / 1 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 47 (base 31) |
Magic | 61 (base 48) |
Willpower | 11 (base 10) |
Cunning | 27 (base 23) |
Resources
Life | -13/617 |
Mana | 99/219 |
Negative | 6/107 |
Positive | 57/107 |
Healing Factor | 1.2623364354647 |
Regeneration | 4.1025934152604 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 29 |
Accuracy | 22 |
Crit Chance | 9% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +54% |
Acid | +12% |
Light | +24% |
Temporal | +8% |
Nature | +9% |
Physical | +19% |
Fire | 0% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Cold | +15% |
Acid | +10% |
Physical | +15% |
Mind | +20% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 11 (35.65183292883%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 38 |
Mental Save | 21 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 31%( 70%) |
All | + 17%( 70%) |
Darkness | + 49%( 70%) |
Light | + 35%( 70%) |
Temporal | + 25%( 70%) |
Physical | + 30%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 30%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Bleed Resistance | 30% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 319 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 62 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Willpower stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Glyphs | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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. | 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 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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 AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 green worm. * You've found the needed honey tree root. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | 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 within | active |
Equipment
On feet | pair of hardened leather boots 'Belara' (0 def, 3 armour) pair of hardened leather boots 'Belara' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Cun +2 Con dps ---------- Melee Ret 10 mind ----- def ----- Armour +3 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/ret +0.20 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | Issablek Issablek2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Apr +2 Melee Ret 4 mind ----- def ----- Resists +3% acid +2% physical +9% blight Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Isluthra (3 def, 0 armour) Isluthra (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +17 (+9 eff.) Dmg.mod +21% darkness +8% temporal +6% light +19% physical Res.pen +20% mind ----- def ----- Defense +3 (+1 eff.) Resists +8% fire +13% physical +9% darkness +10% cold Mind.save +3 (+2 eff.) ---------- misc Max.hate +9.00 Max.psi +20.00 A pointy cloth hat, very wizardly... |
Tool | Shinestoker the elm wand of lightning storm [power 122] (7/15 cooldown) Shinestoker the elm wand of lightning storm [power 122] (7/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +3 Con dps ---------- Dmg.mod +3% light Res.pen +15% physical ----- def ----- Phys.save +12 (+5 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Bleaksteel Bleaksteel0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness +5% acid ----- def ----- Resists +9% acid Spell.save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | copper ring of darkness (+20%) copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
Around waist | Manukalthogrim the Dourwasp Manukalthogrim the Dourwasp1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +1 Cun +3 Con dps ---------- Res.pen +5% darkness ----- def ----- Resists +8% fire +6% darkness +7% cold A belt that goes around your waist. |
In main hand | Koryrath the yew vilestaff (120% power, 4 apr, darkness element) Koryrath the yew vilestaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane/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 +14% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) S.pwr/crit +4 Dmg.mod +20% darkness ----- def ----- Resists +3% darkness +9% temporal Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+4 eff.) Disease- +10% Cut- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | dwarven-steel gauntlets 'Satyrbearer' (0 def, 4 armour) dwarven-steel gauntlets 'Satyrbearer' (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+4 eff.) Melee+ 6 nature Dmg.mod +4% nature Res.pen +10% nature Apr +3 ----- def ----- Armour +4 Fatigue +3% Resists +6% nature HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +24.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Yvelera the Rimeraider (0 def, 0 armour) Yvelera the Rimeraider (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) Dmg.mod +12% acid +5% nature +15% light Res.pen +5% acid +15% cold ----- def ----- Resists +22% light +9% all Spell.save +16 (+6 eff.) Poison- +20% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Urthyyachik (2 def, 0 armour) Urthyyachik (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Acc +18 (+9 eff.) On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Resists +5% arcane Phys.save +12 (+5 eff.) Max.HP +48.00 HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Gloreda the gold amulet Gloreda the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con ----- def ----- Armour +4 Resists +3% lightning +6% blight Cut- +20% Stun/Frz- +10% Amulets make your neck look great! |
Inventory
Gimabers the copper amulet Gimabers the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str ----- def ----- Resists +3% temporal +1% physical Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
steel dagger 'Nimbusraze' (103% power, 6 apr) steel dagger 'Nimbusraze' (103% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 104% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 23 While equipped: Stats +4 Str +1 Dex dps ---------- Dmg.mod +7% physical Acc +7 (+3 eff.) Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Resists +6% lightning ---------- misc See.Invis +9 Sharp, short and deadly. |
plaguebringer's steel mace (103% power, 3 apr) plaguebringer's steel mace (103% power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 While equipped: ----- def ----- Disease- +12% Blunt and deadly. |
vined mindstar 'Yvadhetha' (87% power, 18 apr, nature damage) vined mindstar 'Yvadhetha' (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 acid +8 mind +4 arcane While equipped: dps ---------- Mind.crit +4% Mind.pwr +6 (+3 eff.) Dmg.mod +7% mind ----- def ----- Resists +5% arcane +15% mind ---------- misc Psi/m.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Emebrelle the ash magestaff (117% power, 3 apr, darkness element) Emebrelle the ash magestaff (117% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+2 eff.) Dmg.mod +18% darkness Res.pen +5% physical Acc +10 (+5 eff.) Melee Ret 4 physical ---------- misc Mana/turn +0.24 Max.mana +60.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Arctyphoon' (120% power, 3 apr, darkness element) ash vilestaff 'Arctyphoon' (120% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +11 (+3 eff.) Dmg.mod +20% darkness +9% lightning Res.pen +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Chargetickler' (111% power, 3 apr, blight element) ash vilestaff 'Chargetickler' (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +2% Mind.crit +6% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% blight Res.pen +10% mind ----- def ----- Resists +6% lightning Mind.save +9 (+5 eff.) ---------- misc Hate/m.crit +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Polunn' (120% power, 4 apr, darkness element) yew starstaff 'Polunn' (120% power, 4 apr, darkness 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 +13% Crit.mult +10.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Resists +6% blight +6% fire +3% temporal Max.HP +40.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe 'Flaretorrent' (105% power, 3 apr) steel waraxe 'Flaretorrent' (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +20 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: dps ---------- Dmg.mod +9% acid Res.pen +10% acid Melee Ret 4 fire ----- def ----- Resists +12% acid One-handed war axes. |
steel waraxe of persecution (101% power, 3 apr) steel waraxe of persecution (101% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt Power 101% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Against +5% Unnatural While equipped: Stats +2 Wil One-handed war axes. |
rough leather belt 'Gerondil' rough leather belt 'Gerondil'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.pwr +2 (+1 eff.) Mind.pwr +20 (+10 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Equi/ret +0.04 Max.hate +2.00 Size +1 A belt that goes around your waist. |
Chaludusin the Scumwyrd (1 def, 6 armour) Chaludusin the Scumwyrd (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Res.pen +10% mind Melee Ret 4 nature ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Scumwilder' (1 def, 10 armour) linen cloak 'Scumwilder' (1 def, 10 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Acc +10 (+5 eff.) Melee Ret 2 nature 4 light ----- def ----- Armour +10 Defense +1 (+0 eff.) Phys.save +15 (+6 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
woollen robe 'Veluvea' (0 def, 0 armour) woollen robe 'Veluvea' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +16% acid +10% physical +16% darkness +11% fire +7% temporal +11% cold Res.pen +10% blight +7% temporal +15% acid +5% physical On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Resists +15% acid +12% physical +24% darkness +10% cold +12% fire +9% all Anom.red +9 ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brightnigh (0 def, 3 armour) Brightnigh (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +10% nature +15% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% light ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloudradiance (0 def, 1 armour) Cloudradiance (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% lightning +5% light +5% darkness Melee Ret 6 lightning ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
Elenintir the Heatvein (0 def, 2 armour) Elenintir the Heatvein (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Spell.crit +5% Dmg.mod +12% fire Res.pen +10% blight ----- def ----- Armour +2 Resists +6% temporal HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.30 Vim/s.crit +2.00 Max.stam +18.00 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. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 35.57 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
grounding rough leather cap of dexterity (+2) (0 def, 1 armour) grounding rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
hardened leather cap 'Shadowguile' (0 def, 3 armour) hardened leather cap 'Shadowguile' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness +5% arcane Phys.save +12 (+5 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 70.7 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Ce'Noretira the Chargewisp (0 def, 9 armour) Ce'Noretira the Chargewisp (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: Stats +2 Str dps ---------- S.pwr/crit +8 Melee Ret 6 lightning ----- def ----- Armour +9 Fatigue +22% Resists +19% cold ---------- misc Mana/turn +0.16 See.Invis +12 A suit of armour made of metal plates. |
355 alchemist agate 355 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Delemas the dwarven-steel pickaxe (dig speed 15 turns) Delemas the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.crit +3.0% Phys.pwr +5 (+3 eff.) Res.pen +15% physical ----- def ----- Resists +5% arcane Spell.save +9 (+3 eff.) Max.HP +24.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(52 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. |
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. |
Brightbloom the ash totem of stinging [power 170] (7/15 cooldown) Brightbloom the ash totem of stinging [power 170] (7/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +3% fire Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ---------- misc Light +3 Sting an enemy dealing 185 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Toxinswift the elm totem of summon tentacle [power 105] (7/25 cooldown) Toxinswift the elm totem of summon tentacle [power 105] (7/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +3% cold Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 105 Armor: 1 All Resist: 3 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 116] (7/15 cooldown) elm totem of healing [power 116] (7/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nelenyna the Higher Anorithil level 10
9th Haze 122nd year of Ascendancy at 21:08 see stats
By Nelenyna the Higher Anorithil level 20
4th Regrowth 123rd year of Ascendancy at 21:54 see stats
By Nelenyna the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 09:15 see stats
By Nelenyna the Higher Anorithil level 9
3rd Flare 122nd year of Ascendancy at 00:07 see stats
By Nelenyna the Higher Anorithil level 11
17th Haze 122nd year of Ascendancy at 19:18 see stats
By Nelenyna the Higher Anorithil level 16
40th Haze 122nd year of Ascendancy at 08:01 see stats
Log
Nelenyna's spell attains critical power!
Nelenyna hits Glutira the ghoul for 27 fire damage.
Glutira the ghoul is weakened by the glyph of moonlight!
Nelenyna's glyph of twilight hits Glutira the ghoul for 18 light, 23 darkness (41 total damage).
Nelenyna's glyph of moonlight hits Glutira the ghoul for 46 darkness damage.
Nelenyna stops bleeding.
Talent Searing Light is ready to use.
Bleeding from Glutira the ghoul hits Nelenyna for 68 physical damage.
Deadly Poison from Glutira the ghoul hits Nelenyna for 36 nature damage.
Poison from Glutira the ghoul hits Nelenyna for 25 nature damage.
Nelenyna casts Firebeam.
Nelenyna hits Glutira the ghoul for 32 fire damage.
Nelenyna's sanctity area effect hits Glutira the ghoul for 16 light damage.
Nelenyna's Corona hits Glutira the ghoul for 36 darkness damage.
Nelenyna is no longer poisoned.
Talent Rune: Blink is ready to use.
Deadly Poison from Glutira the ghoul hits Nelenyna for 36 nature damage.
Poison from Glutira the ghoul hits Nelenyna for 25 nature damage.
Nelenyna fumbles and fails to use Rune: Blink, injuring herself!
Fumble from Glutira the ghoul hits Nelenyna for 157 physical damage.
Glutira the ghoul looks shakes off the effect of the glyph of moonlight.
Poison bursts out of Nelenyna's corpse!
Talent Vitality is ready to use.
Talent Twilight Surge is ready to use.
Poison from Glutira the ghoul hits Nelenyna for 38 nature damage.
Nelenyna the level 20 higher anorithil was splurged to death by Glutira the ghoul on level 3 of Ruined halfling complex.