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 | 24 / 84% |
Size | medium |
Lifes / Deaths | Killed by Ivinne the shadowblade at level 20 on the 71st Haze 122nd year of Ascendancy at 02:10 / 2Killed by Gloryth the skeleton warrior at level 24 on the 4th Allure 123rd year of Ascendancy at 10:26 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 47 (base 45) |
Magic | 76 (base 54) |
Willpower | 33 (base 10) |
Cunning | 29 (base 15) |
Resources
Life | -403/719 |
Positive | 84/119 |
Negative | 58/119 |
Healing Factor | 1.4623364354647 |
Regeneration | 9.1396027216546 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 11 |
Lite | 14 |
Infravision | 4 |
Offense: Mainhand
Damage | 37 |
Accuracy | 23 |
Crit Chance | 17% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +30% |
Light | +16% |
Fire | +18% |
Physical | +13% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Physical | +20% |
Arcane | +15% |
Cold | +5% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 36 (30%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 2 |
Physical Save | 45 |
Spell Save | 42 |
Mental Save | 42 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 29%( 70%) |
All | + 10%( 70%) |
Lightning | + 32%( 70%) |
Light | + 48%( 70%) |
Temporal | + 17%( 70%) |
Mind | + 21%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 21%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Bleed Resistance | 20% |
Silence Resistance | 40% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
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 281 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 129 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Circles | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Glyphs | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Twilight | 1.47 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.47 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 failed to protect the injured seer from death by Beturivea the large brown snake. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | 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 Horned Horror. * 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 needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one 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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. 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 hummerhorn wing. * '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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 rough leather boots 'Anoyakor' (0 def, 3 armour) pair of rough leather boots 'Anoyakor' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +10% physical Apr +1 ----- def ----- Armour +3 Phys.save +11 (+4 eff.) Mind.save +11 (+4 eff.) Die.at -80.00 life A pair of boots made of leather. |
Light source | 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.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | cashmere wizard hat 'Erelyhad' (7 def, 2 armour) cashmere wizard hat 'Erelyhad' (7 def, 2 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +7 (+2 eff.) Resists +8% lightning +8% temporal +6% light Die.at -60.00 life Max.HP +60.00 Cut- +20% Silence- +20% A pointy cloth hat, very wizardly... |
Tool | ash totem of summon tentacle 'Gothad' [power 165] (24/25 cooldown) ash totem of summon tentacle 'Gothad' [power 165] (24/25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Acc +15 (+8 eff.) Apr +2 ----- def ----- Defense +25 (+8 eff.) 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: 403 Base Damage: 191 Armor: 0 All Resist: 14 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | Rainwill Rainwill0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +12% acid +12% fire +6% darkness +9% nature Phys.save +8 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +8 (+3 eff.) HP.reg +2.00 Rings make your fingers look great! |
On fingers | steel ring 'Tulorek' steel ring 'Tulorek'0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Fatigue -6% Resists +3% lightning Phys.save +12 (+4 eff.) Max.HP +60.00 Heal.mod +10% Disease- +20% ---------- misc Max.enc +24 Psi/ret +0.04 Hate/m.crit +2.00 Rings make your fingers look great! |
Around waist | Searterror the rough leather belt Searterror the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+2 eff.) Dmg.mod +18% fire ----- def ----- Die.at -80.00 life Silence- +20% Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
In main hand | Bregygrim (136% power, 6 apr, darkness element) Bregygrim (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +20 Wil +8 Cun dps ---------- Spell.crit +11% Spell.pwr +15 (+5 eff.) S.pwr/crit +7 Dmg.mod +30% darkness ----- def ----- Defense +11 (+4 eff.) Phys.save +24 (+8 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+4 eff.) HP.reg +4.00 ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 88.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Splendourpulverizer (0 def, 9 armour) Splendourpulverizer (0 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +6% light +7% physical Res.pen +5% light Melee Ret 6 light ----- def ----- Armour +9 Resists +9% blight +6% light +9% mind 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 | Zerugrim (29 def, 17 armour) Zerugrim (29 def, 17 armour)9.0 T5 light armor Reqs Str 20 [Random Unique] Nature/Psionic While equipped: Stats +2 Str +1 Mag +2 Wil +5 Cun dps ---------- Res.pen +15% arcane ----- def ----- Armour +17 Defense +29 (+10 eff.) Fatigue +8% Resists +10% acid +9% cold +19% darkness +30% blight Mind.save +15 (+5 eff.) ---------- misc Light +5 Infravis +3 Breathe water A suit of armour made of leather. |
Cloak | Camechak the Morningwasp (1 def, 5 armour) Camechak the Morningwasp (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% light +10% physical ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +12% cold Die.at -60.00 life ---------- misc Mana/s.crit +1.00 Vim/s.crit +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 | steel amulet 'Unlightblood' steel amulet 'Unlightblood'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +12.00% Dmg.mod +12% mind Res.pen +15% mind Acc +6 (+3 eff.) Apr +12 ----- def ----- Resists +13% lightning +3% darkness +3% mind Stun/Frz- +20% ---------- misc Masteries +0.17 Celestial/Light +0.17 Celestial/Twilight Amulets make your neck look great! |
Inventory
starlit copper amulet of cunning (+2) starlit copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% light +13% darkness Blind- +23% Amulets make your neck look great! |
Blackbore Blackbore0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +15% mind Res.pen +5% lightning Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +3% darkness Rings make your fingers look great! |
copper ring 'Arcbrace' copper ring 'Arcbrace'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +11% fire Res.pen +5% fire ----- def ----- Armour +6 Resists +6% lightning +22% fire Rings make your fingers look great! |
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. |
Singequeller the linen cloak (1 def, 0 armour) Singequeller the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun +2 Dex dps ---------- Dmg.mod +12% fire Melee Ret 6 mind ----- def ----- Defense +1 (+0 eff.) Mind.save +15 (+5 eff.) ---------- misc Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kilnlady the hardened leather gloves (0 def, 2 armour) Kilnlady the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +11 Str +4 Dex +4 Cun dps ---------- Crit.mult +5.00% Dmg.mod +6% cold +3% fire Apr +1 ----- def ----- Armour +2 Phys.save +8 (+3 eff.) ---------- misc Max.stam +30.00 Cooldown Double Strike -1 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. |
Nerobrekira the Galegrinder (0 def, 2 armour) Nerobrekira the Galegrinder (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +5% cold Res.pen +10% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Resists +22% cold +5% arcane +6% temporal Spell.save +3 (+1 eff.) 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. |
Berudil (0 def, 3 armour) Berudil (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.pwr +10 (+5 eff.) Apr +7 ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +6% temporal +9% acid +15% mind +2% physical Mind.save +11 (+4 eff.) Confus- +27% A cap made of leather. |
bladed dwarven-steel helm of precognition (4 def, 4 armour) bladed dwarven-steel helm of precognition (4 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Str +6 Cun dps ---------- Acc +6 (+3 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +4% 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 36.6 Physical damage. If the attack hits, the target is confused (26% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Arthebers the voratun shield (0 def, 18 armour, 181% power, 281 block) Arthebers the voratun shield (0 def, 18 armour, 181% power, 281 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Random Unique] Arcane/Nature/Master When used to Attack: Power 182% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +281 Phasing +30% Melee+ +12 lightning On Crit.r2 +4 arcane While equipped: Stats +3 Dex +2 Mag dps ---------- Crit.mult +15.00% Melee Ret 17 lightning ----- def ----- Armour +18 Fatigue +8% Resists +17% lightning Max.HP +72.00 ---------- misc Mana/turn +0.08 Max.mana +20.00 Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 133% power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 133% power, 60 block)7.0 T2 shield armor Reqs Shield usage training Str 25 [Unique] Nature When used to Attack: Power 134% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
292 alchemist agate 292 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. |
6 aquamarine 6 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. |
7 opal 7 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
overpowered elm totem of summon tentacle [power 140] (24/38 cooldown) overpowered elm totem of summon tentacle [power 140] (24/38 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 280 Base Damage: 151 Armor: 6 All Resist: 0 Puts all charms on 38 cooldown Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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. |
4 ametrine 4 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. |
citrine 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. |
3 zircon 3 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 Macaly the Higher Anorithil level 23
9th Decay 122nd year of Ascendancy at 18:41 see stats
By Macaly the Higher Anorithil level 10
2nd Haze 122nd year of Ascendancy at 12:46 see stats
By Macaly the Higher Anorithil level 20
69th Haze 122nd year of Ascendancy at 23:44 see stats
By Macaly the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 12:27 see stats
By Macaly the Higher Anorithil level 24
4th Allure 123rd year of Ascendancy at 10:15 see stats
By Macaly the Higher Anorithil level 9
1st Time of Equilibrium 122nd year of Ascendancy at 08:36 see stats
By Macaly the Higher Anorithil level 8
3rd Flare 122nd year of Ascendancy at 20:38 see stats
By Macaly the Higher Anorithil level 22
78th Haze 122nd year of Ascendancy at 08:59 see stats
By Macaly the Higher Anorithil level 16
32nd Haze 122nd year of Ascendancy at 01:38 see stats
By Macaly the Higher Anorithil level 20
71st Haze 122nd year of Ascendancy at 02:10 see stats
Log
Gloryth the skeleton warrior is no longer pinned.
Gloryth the skeleton warrior has recovered!
Skeleton magus casts Manathrust.
Skeleton magus hits Macaly for 109 arcane damage.
Skeleton magus hits Lashing Tentacle for 73 arcane damage.
Skeleton magus hits Gloryth the skeleton warrior for 122 arcane damage.
Gloryth the skeleton warrior performs a melee critical strike against Lashing Tentacle!
Gloryth the skeleton warrior's blood frenzy intensifies!
Lashing Tentacle shrugs off the effect 'Dazed'!
Gloryth the skeleton warrior hits Macaly for 16 fire damage.
Gloryth the skeleton warrior hits Lashing Tentacle for 230 physical, 13 fire (243 total damage).
Gloryth the skeleton warrior is pinned to the ground.
Lashing Tentacle hits Gloryth the skeleton warrior for 83 physical damage.
Talent Providence is ready to use.
Talent Moonlight Ray is ready to use.
Talent Twilight is ready to use.
Talent Starfall is ready to use.
Gloryth the skeleton warrior has finished recovering.
Gloryth the skeleton warrior is no longer pinned.
Gloryth the skeleton warrior has recovered!
Skeleton magus looks shakes off the effect of the glyph of moonlight.
Gloryth the skeleton warrior uses Stunning Blow.
Macaly resists the stunning blow!
Gloryth the skeleton warrior performs a melee critical strike against Macaly!
Gloryth the skeleton warrior's blood frenzy intensifies!
Gloryth the skeleton warrior hits Macaly for 117 physical, 16 fire, 183 physical (316 total damage).
Gloryth the skeleton warrior hits Lashing Tentacle for 13 fire damage.
Melee retaliation hits Gloryth the skeleton warrior for 10 light, 7 darkness, 10 light, 7 darkness (33 total damage).
Macaly the level 24 higher anorithil was chopped into tiny pieces to death by Gloryth the skeleton warrior on level 4 of Ruined halfling complex.