Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.6Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Enhanced Object Compare 1.7.0Improves the "Press
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:
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.
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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Shalore |
Class | Anorithil |
Level / Exp | 24 / 44% |
Size | medium |
Lifes / Deaths | Killed by Assassin Lord at level 24 on the 25th Haze 122nd year of Ascendancy at 22:39 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 25 (base 10) |
Constitution | 15 (base 10) |
Magic | 76 (base 54) |
Willpower | 18 (base 10) |
Cunning | 65 (base 50) |
Resources
Life | -21/441 |
Positive | 75/119 |
Negative | 74/119 |
Healing Factor | 1.1460311219417 |
Regeneration | 0.28650778048543 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.9928064994638E-12% |
Spell | -3.0087043967342E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
See Stealth | 10 |
Offense: Mainhand
Damage | 30 |
Accuracy | 24 |
Crit Chance | 34% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 71% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Light | +106% |
Lightning | +32% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Fire | +10% |
Light | +45% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 4 |
Physical Save | 20 |
Spell Save | 32 |
Mental Save | 39 |
Defense: Resistances
Darkness | + 35%( 70%) |
Lightning | + 36%( 70%) |
Light | + 41%( 70%) |
Temporal | + 20%( 70%) |
Cold | + 20%( 70%) |
Mind | + 24%( 70%) |
Fire | + 20%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Confusion Resistance | 42% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 4 physical, 4 temporal, 5 lightning |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 Magic stat. |
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 278 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 75. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of wight ectoplasm. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed naga tongue. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' 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 ice ant stinger. * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. 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 snow giant kidney. * You've found the needed bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 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. | active |
Equipment
On feet | Splendourmalice (0 def, 3 armour) Splendourmalice (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex dps ---------- Dmg.mod +9% acid +9% light Res.pen +5% light Melee Ret 6 light ----- def ----- Armour +3 Resists +6% light +3% lightning Stealth +8 A pair of boots made of leather. |
Light source | Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 115.51 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 115.51 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 150.68 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | Prismwill the copper ring Prismwill the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +30% light Res.pen +15% light +10% fire ----- def ----- Resists +22% lightning ---------- misc Light +3 Rings make your fingers look great! |
On fingers | mule's steel ring of luminosity mule's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Melee+ 12 light Ranged+ 10 light Dmg.mod +12% light ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
Around waist | insulating rough leather belt of resilience insulating rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +6% cold Max.HP +36.00 A belt that goes around your waist. |
In main hand | Grinontir the Blastward (30-36 power, 6 apr, light element) Grinontir the Blastward (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +16.00% Spell.pwr +15 (+5 eff.) Dmg.mod +30% light +3% lightning Res.pen +25% lightning ----- def ----- Resists +9% light +6% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Glintwild the voratun gauntlets (0 def, 3 armour) Glintwild the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Cun +4 Dex dps ---------- Dmg.mod +18% lightning +6% light Res.pen +20% light Acc +6 (+3 eff.) Apr +12 ----- def ----- Armour +3 Fatigue +5% Resists +12% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | dreamer's linen robe of Linaniil (0 def, 0 armour) dreamer's linen robe of Linaniil (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +6% Spell.pwr +16 (+5 eff.) ----- def ----- Resists +10% darkness +11% mind +7% all Phys.save +11 (+5 eff.) Spell.save +11 (+6 eff.) Mind.save +22 (+8 eff.) ---------- misc Mana/turn +0.12 Max.mana +40.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Lightire (11 def, 0 armour) Lightire (11 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +5% light ----- def ----- Defense +11 (+5 eff.) Resists +3% darkness Crit.chn- 15.00% Heal.mod +10% Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Xurita the Blindglamour Xurita the Blindglamour0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Dex +3 Mag +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +9% light +9% mind ----- def ----- Resists +3% light Mind.save +7 (+3 eff.) Confus- +12% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)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 12% 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (222.00 temporal damage, removed from time 4 turns) Rune of the Rift (222.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 222.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Dazzlefame the steel amulet Dazzlefame the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun ----- def ----- Defense +10 (+5 eff.) Resists +14% temporal +3% light +6% physical Mind.save +6 (+2 eff.) Pinning- +25% Stun/Frz- +20% Knockbk- +25% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Ring of Growth Ring of Growth0.1 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. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.48 cold and 9.48 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's steel ring conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of clarity psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +10 (+4 eff.) Confus- +20% Rings make your fingers look great! |
rogue's gold ring of perseverance rogue's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) HP.reg +3.00 Stun/Frz- +24% Rings make your fingers look great! |
treant's copper ring treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +10% Disease- +12% Rings make your fingers look great! |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
dwarven-steel dagger of erosion (20-25 power, 7 apr) dwarven-steel dagger of erosion (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of massacre (30-38 power, 7 apr) plaguebringer's dwarven-steel dagger of massacre (30-38 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 27 While equipped: ----- def ----- Disease- +16% Sharp, short and deadly. |
Chalemas the rough leather sling Chalemas the rough leather sling4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +16 acid While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+6 eff.) ----- def ----- Resists +3% darkness +3% cold ---------- misc See.Invis +3 Slings are used to hurl stones or metal shots at your foes. |
Abysstrencher the elven-wood starstaff (25-30 power, 5 apr, light element) Abysstrencher the elven-wood starstaff (25-30 power, 5 apr, light element)5.0 T4 staff 1H weapon [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.crit +7.0% Spell.crit +7% Crit.mult +20.00% Phys.pwr +8 (+8 eff.) Spell.pwr +19 (+6 eff.) Dmg.mod +25% light Res.pen +15% fire Acc +9 (+4 eff.) Melee Ret 4 fire ----- def ----- Crit.chn- 5.00% ---------- misc Psi/ret +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dourgrind the ash vilestaff (15-18 power, 3 apr, fire element) Dourgrind the ash vilestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Mag +11 Wil +9 Cun dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) S.pwr/crit +7 Dmg.mod +15% fire Res.pen +5% temporal ----- def ----- Resists +5% arcane +8% temporal +3% light +7% darkness Die.at -60.00 life Confus- +20% Def/telep +8 Res/telep +11% Dur/telep +13% ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Bokilen' (25-30 power, 5 apr, light element) elven-wood starstaff 'Bokilen' (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Dex +6 Con dps ---------- Spell.crit +14% Crit.mult +12.00% Phys.pwr +10 (+10 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +25% light +6% physical Res.pen +10% physical Apr +2 ---------- misc See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stralite waraxe 'Coalvengeance' (30-43 power, 5 apr) stralite waraxe 'Coalvengeance' (30-43 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Nature Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +3 Dex +7 Mag +3 Wil +9 Cun +6 Con ----- def ----- Resists +3% darkness +5% arcane +3% light Crit.chn- 5.00% Die.at -40.00 life HP.reg +4.00 Stun/Frz- +20% One-handed war axes. |
Gloriba (1 def, 0 armour) Gloriba (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Dmg.mod +6% mind Melee Ret 4 mind ----- def ----- Defense +1 (+0 eff.) Resists +6% mind Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 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 (+2 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. |
focusing cashmere robe of Angolwen (0 def, 0 armour) focusing cashmere robe of Angolwen (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.pwr +7 (+3 eff.) S.pwr/crit +4 ----- def ----- Resists +11% all Silence- +27% ---------- misc Mana/turn +0.13 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of life (0 def, 0 armour) timebroken cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +9% arcane +7% temporal ----- def ----- Resists +10% blight +11% all Max.HP +54.00 HP.reg +2.60 Heal.mod +13% ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lightweeper (10 def, 4 armour) Lightweeper (10 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Apr +1 ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +3% Resists +6% lightning +3% light ---------- misc Stam/turn +0.50 Max.stam +21.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Ulfuharador the Icenaught (0 def, 2 armour) Ulfuharador the Icenaught (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +12% Mind.crit +8% Crit.mult +8.00% Res.pen +10% cold ----- def ----- Armour +2 Fatigue +3% Resists +3% acid +1% physical +5% arcane +9% darkness Die.at -40.00 life 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. |
Yarenarirath (0 def, 3 armour) Yarenarirath (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: Stats +4 Mag +7 Cun +2 Con ----- def ----- Armour +3 Resists +12% acid HP.reg +5.00 ---------- misc Stam/turn +1.10 Max.stam +13.00 Light +2 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. |
alchemist's hardened leather gloves of strength (+3) (0 def, 2 armour) alchemist's hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Mag +2 Wil dps ---------- Phys.pwr +5 (+5 eff.) Melee+ 4 acid 4 fire 5 cold 4 lightning ----- def ----- Armour +2 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. |
stone warden's iron gauntlets of the starseeker (0 def, 8 armour) stone warden's iron gauntlets of the starseeker (0 def, 8 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +1 Mag +2 Cun +5 Con ----- def ----- Armour +8 Hardiness +5% Fatigue +1% Resists +5% physical +6% light +6% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.3 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 72.69 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
bladed iron helm of might (0 def, 3 armour) bladed iron helm of might (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +3 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% 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 28.2 Physical damage. If the attack hits, the target is confused (32% 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. |
insulating rough leather cap of the depths (0 def, 1 armour) insulating rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +7% fire +5% cold ---------- misc Breathe water A cap made of leather. |
rough leather cap of trickery (0 def, 1 armour) rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
starseer's linen wizard hat of knowledge (1 def, 0 armour) starseer's linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +4% darkness +4% temporal +3% light +3% physical ----- def ----- Defense +1 (+0 eff.) Disease- +15% A pointy cloth hat, very wizardly... It was changed by the digestive sack. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
prismatic cured leather armour (6 def, 4 armour) prismatic cured leather armour (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% light +12% darkness A suit of armour made of leather. |
Essence of Bearness Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
7 agate 7 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. |
324 alchemist agate 324 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. |
2 onyx 2 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. |
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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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. |
5 topaz 5 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. |
dwarven-steel pickaxe 'Duronik' (dig speed 30 turns) dwarven-steel pickaxe 'Duronik' (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Mag dps ---------- Dmg.mod +7% nature +9% arcane Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% nature +3% temporal Crit.chn- 15.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
5 spinel 5 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. |
alchemist's lamp 'Forestwar' alchemist's lamp 'Forestwar'1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +1 Dex +6 Wil dps ---------- Dmg.mod +8% mind Res.pen +5% nature Melee Ret 8 nature ----- def ----- Resists +12% nature ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet 5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
3 quartz 3 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. |
7 ametrine 7 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. |
6 citrine 6 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. |
14 zircon 14 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 Edri the Shalore Anorithil level 14
24th Dusk 122nd year of Ascendancy at 14:13 see stats
By Edri the Shalore Anorithil level 19
57th Dusk 122nd year of Ascendancy at 12:25 see stats
By Edri the Shalore Anorithil level 14
11st Dusk 122nd year of Ascendancy at 20:23 see stats
By Edri the Shalore Anorithil level 19
69th Dusk 122nd year of Ascendancy at 22:59 see stats
By Edri the Shalore Anorithil level 19
57th Dusk 122nd year of Ascendancy at 04:41 see stats
By Edri the Shalore Anorithil level 23
8th Haze 122nd year of Ascendancy at 03:22 see stats
By Edri the Shalore Anorithil level 17
29th Dusk 122nd year of Ascendancy at 16:24 see stats
By Edri the Shalore Anorithil level 10
7th Mirth 122nd year of Ascendancy at 22:33 see stats
By Edri the Shalore Anorithil level 20
69th Dusk 122nd year of Ascendancy at 22:59 see stats
By Edri the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 10:19 see stats
By Edri the Shalore Anorithil level 22
75th Dusk 122nd year of Ascendancy at 01:46 see stats
By Edri the Shalore Anorithil level 5
78th Pyre 122nd year of Ascendancy at 07:38 see stats
By Edri the Shalore Anorithil level 12
5th Flare 122nd year of Ascendancy at 10:32 see stats
By Edri the Shalore Anorithil level 18
55th Dusk 122nd year of Ascendancy at 02:50 see stats
Log
Hymn of Shadows hits Assassin Lord for 27 darkness damage.
Edri casts Sun Flare.
Assassin Lord resists the blinding light!
Edri's spell attains critical power!
Edri hits Assassin Lord for 474 light damage.
Edri's Corona hits Assassin Lord for 62 light damage.
Edri's Corona hits Assassin Lord for 62 light damage.
Edri is poisoned!
Assassin Lord performs a melee critical strike against Edri!
Assassin Lord hits Edri for 52 darkness, 6 nature, 9 darkness, 45 darkness, 8 blight, 9 darkness (130 total damage).
Melee retaliation hits Assassin Lord for 41 light, 7 darkness, 32 light, 6 darkness (86 total damage).
Edri casts Searing Light.
Edri's spell attains critical power!
As the assassin dies the magical veil protecting the stairs out vanishes.
Deadly Poison from Assassin Lord hits Edri for 40 nature damage.
Edri hits Assassin Lord for 299 light damage.
Edri killed Assassin Lord!
You pickup 0.65 gold pieces.
You pickup 0.65 gold pieces.
Edri picks up (I.): prismatic cured leather armour (6 def, 4 armour).
Edri picks up (o.): plaguebringer's dwarven-steel dagger of massacre (30-38 power, 7 apr).
Edri picks up (o.): dwarven-steel dagger of erosion (20-25 power, 7 apr).
There is an exit to the worldmap here (press '' or right click to use).
Deadly Poison from Assassin Lord hits Edri for 40 nature damage.
Deadly Poison from Assassin Lord hits Edri for 40 nature damage.
Edri the level 24 shalore anorithil was treehugged to death by Assassin Lord on level 2 of Unknown tunnels.