









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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. 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. Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Higher |
Class | Anorithil |
Level / Exp | 23 / 2% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 15 on the 3rd Dusk 122nd year of Ascendancy at 06:08 0 / 6Killed by Arotira the warg at level 21 on the 66th Dusk 122nd year of Ascendancy at 07:19 Killed by Betorewe the gigantic corrosive tunneler at level 22 on the 13rd Haze 122nd year of Ascendancy at 13:21 Killed by gigantic corrosive tunneler at level 22 on the 14th Haze 122nd year of Ascendancy at 03:08 Killed by Nerethra the large white snake at level 23 on the 19th Haze 122nd year of Ascendancy at 16:13 Killed by Nerethra the large white snake at level 23 on the 19th Haze 122nd year of Ascendancy at 17:46 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 45 (base 41) |
Magic | 68 (base 51) |
Willpower | 11 (base 10) |
Cunning | 15 (base 13) |
Resources
Life | -261/632 |
Positive | 27/116 |
Negative | 2/116 |
Healing Factor | 1.3611689881047 |
Regeneration | 0.34029224702617 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 1 |
Offense: Barehand
Damage | 9 |
Accuracy | 27 |
Crit Chance | 2% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Arcane | +4% |
Mind | +9% |
All | 0% |
Darkness | +15% |
Light | +44% |
Temporal | +6% |
Physical | +12% |
Cold | +18% |
Fire | +28% |
Nature | +18% |
Offense: Damage Penetration
Cold | +10% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 26 |
Mental Save | 9 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 40%( 70%) |
All | + 7%( 70%) |
Lightning | + 10%( 70%) |
Light | + 7%( 70%) |
Physical | + 18%( 70%) |
Mind | + 13%( 70%) |
Darkness | + 7%( 70%) |
Fire | + 42%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Bleed Resistance | 20% |
Knockback Resistance | 65% |
Stun Resistance | 10% |
Pinning Resistance | 49% |
Poison Resistance | 38% |
Blind Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 95 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. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Glyphs | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 215/215 damage before it crumbles. Damage Shield |
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 |
You failed to protect the injured seer from death by Spellblaze Crystal. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Grand. Escort: lost defiler (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. 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 mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +1 Resists +3% lightning +9% fire +6% cold Cut- +20% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +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. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +12% fire +12% nature +18% light Melee Ret 4 acid ----- def ----- Defense +2 (+2 eff.) Resists +9% acid +18% fire +6% nature A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light +9% fire Melee Ret 10 light ----- def ----- Resists +18% acid Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Mind.crit +1% Dmg.mod +9% mind +10% cold Acc +6 (+3 eff.) ----- def ----- Resists +6% blight +20% cold +6% nature Poison- +14% Disease- +12% ---------- misc Psi/ret +0.12 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +29% Knockbk- +25% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane While equipped: Stats +1 Con +8 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Melee+ 9 light 9 darkness Dmg.mod +14% light +6% temporal +15% darkness +6% physical Acc +10 (+5 eff.) On Melee Ret: * 8% chance to reduce damage dealt by 8% * 9% chance to blind ----- def ----- Resists +1% physical Die.at -80.00 life ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
Main armor | ![]() 2.0 T1 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% acid +6% physical +7% fire +6% nature +8% cold ----- def ----- Resists +11% acid +11% physical +11% fire +10% cold +7% all Poison- +24% Disease- +24% ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% cold ----- def ----- Defense +5 (+5 eff.) Resists +5% arcane +9% nature Phys.save +6 (+3 eff.) Die.at -80.00 life Heal.mod +11% ---------- 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Resists +6% mind +3% nature Die.at -40.00 life Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 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. |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (144). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature/Master 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: dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light +6% arcane +9% mind ----- def ----- Armour +2 Hardiness +3% Defense +5 (+5 eff.) Phys.save +3 (+2 eff.) ---------- misc Mana/turn +0.04 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 135.62 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. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Disrupt Power 128% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Against +14% Unnatural On Hit.r1 +20 cold While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% mind Melee Ret 4 light ----- def ----- Resists +15% light Massive two-handed swords. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Psionic 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 darkness Against +10% Living While equipped: Stats +2 Cun +2 Wil dps ---------- Melee Ret 6 fire ----- def ----- Mind.save +15 (+13 eff.) ---------- misc Psi/ret +0.08 Hate/m.crit +5.00 Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Ego++] Arcane/Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% ----- def ----- Disease- +12% Blunt and deadly. |
![]() 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. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +1 Resists +3% lightning +6% fire +6% light +6% cold A pair of boots made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +9% cold +11% physical Melee Ret 2 cold ----- def ----- Defense +1 (+1 eff.) Resists +11% physical ---------- misc Equi/ret +0.12 Max.psi +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil ----- def ----- Armour +1 Defense +5 (+5 eff.) Fatigue +1% Resists +6% blight +3% acid Crit.chn- 15.00% Mind.save +7 (+7 eff.) Poison- +20% Stun/Frz- +20% A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +20% light ----- def ----- Resists +6% light Max.HP +43.00 ---------- misc Light +6 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. |
![]() 1.0 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. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Resists +3% nature +3% all Spell.save +5 (+2 eff.) ---------- 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 8 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 118 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Cun ----- def ----- Resists +6% nature +6% cold Crit.chn- 5.00% ---------- misc Light +1 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 342 Base Damage: 157 Armor: 0 All Resist: 14 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 10% for 2 turns. 100% to heal for 47. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Grand the Higher Anorithil level 15
11st Dusk 122nd year of Ascendancy at 09:05 see stats
By Grand the Higher Anorithil level 10
2nd Mirth 122nd year of Ascendancy at 17:08 see stats
By Grand the Higher Anorithil level 20
37th Dusk 122nd year of Ascendancy at 13:48 see stats
By Grand the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 23:33 see stats
By Grand the Higher Anorithil level 20
55th Dusk 122nd year of Ascendancy at 21:17 see stats
By Grand the Higher Anorithil level 20
37th Dusk 122nd year of Ascendancy at 17:29 see stats
By Grand the Higher Anorithil level 21
64th Dusk 122nd year of Ascendancy at 14:19 see stats
By Grand the Higher Anorithil level 12
3rd Summertide 122nd year of Ascendancy at 18:43 see stats
By Grand the Higher Anorithil level 15
21st Dusk 122nd year of Ascendancy at 07:53 see stats
By Grand the Higher Anorithil level 22
19th Haze 122nd year of Ascendancy at 12:54 see stats
By Grand the Higher Anorithil level 17
27th Dusk 122nd year of Ascendancy at 15:39 see stats
Log
Grand's Hymn of Shadows has been disrupted by anti-magic forces!
Grand misses Large brown snake.
Bee swarm misses Grand.
Large brown snake is weakened by the darkness!
Melee retaliation hits Large brown snake for 4 acid, 9 darkness, 12 light (26 total damage).
Large brown snake hits Grand for 23 physical damage.
Nerethra the large white snake uses Reclaim.
Talent Rune: Shatter Afflictions is ready to use.
Talent Born into Magic is ready to use.
Bee swarm misses Grand.
Nerethra the large white snake hits Grand for 86 acid, 113 nature (199 total damage).
Grand's light area effect hits Nerethra the large white snake for (41 antimagic), 0 light (0 total damage).
Grand's light area effect hits Bee swarm for 55 light damage.
Bee swarm bites poison into Grand.
Bee swarm misses Grand.
Bee swarm bites poison into Grand.
Bee swarm misses Grand.
Melee retaliation hits Bee swarm for 4 acid, 9 darkness, 10 light (24 total damage).
Bee swarm hits Grand for 12 physical damage.
Melee retaliation hits Large brown snake for 4 acid, 9 darkness, 12 light (26 total damage).
Large brown snake hits Grand for 22 physical damage.
Nerethra the large white snake uses Mucus.
Eilinille the large brown snake shoves 3-headed hydra aside.
Melee retaliation hits Bee swarm for 4 acid, 9 darkness, 12 light (25 total damage).
Bee swarm hits Grand for 11 physical damage.
Nerethra the large white snake performs a melee critical strike against Grand!
Nerethra the large white snake hits Grand for 97 nature, 74 mind (171 total damage).
Melee retaliation hits Nerethra the large white snake for (1 antimagic), 0 acid, (6 antimagic), 0 darkness, (8 antimagic), 0 light, (1 antimagic), 0 acid, (6 antimagic), 0 darkness, (8 antimagic), 0 light (0 total damage).
Grand the level 23 higher anorithil was mentally tortured to death by Nerethra the large white snake on level 2 of Old Forest.
A shield forms around Grand.