Code: Select all
Sex: Male
Race: Dúnadan
Class: Anorithil
Level: 41
Exp: 96%
Gold: 954.53
Life: 895/895
Stamina: 252/252
STR: 39
DEX: 20
MAG: 83
WIL: 26
CUN: 26
CON: 47
Attack(Main Hand): 19
Damage(Main Hand): 97
APR (Main Hand): 5
Crit (Main Hand): 9%
Speed (Main Hand): 1.00
Spellpower: 119
Spell Crit: 17%
Spell Speed: 1
Fire damage: 10%
Light damage: 66%
Darkness damage: 66%
Fatigue: 22%
Armor: 6
Defense: 10
Ranged Defense: 10
Physical Resist: 28
Spell Resist: 34
Mental Resist: 20
Fire Resist: 20%
Nature Resist: 10%
Number of NPC killed: 3033
Most killed NPC: uruk-hai (165)
- Elven Wood Staff of Wizardry (+5 magic, +5 willpower, +34 maximum mana, +19 spellpower, +4% spell critical)
- steel ring of magic (+4)
- gold ring of magic (+4)
- Fiery Choker (previously Choker of Dread)
- Arkenstone of Thrain
- Black Robe
- Steel Helm of Hammerhand
- Frost Treads
I found the powers of the Anorithils to be an interesting change over the mage but problematic in some areas.
- The only power that wasn't limited in range was the moonlight ray. This limitation caused lots of problems when fighting other ranged units as they could almost always out range me. Limited range made the Rak'shor tribe very difficult to go through because of all of the open areas.
- Chant of Light is the final power in the chants category while Hymn of Shadows is the first in the hymn category. This seems like a strange choice as most of the offensive powers are darkness powers which makes Hymn of Shadows much more valuable but I can max it out much earlier.
- Sun Flare only causes fire damage which seems out of place and made it much less powerful than my other powers available. Considering the category that its in, I would expect it to cause something like half fire and half light damage. Causing it to do light damage would also make Chant of Light seem more useful.
- Healing light didn't heal as much as it said it would which proved problematic and very unhealthy in my encounter with the Master... Actually, most of the powers didn't the amount of what they said they would do. I found that even with the powers disabled the descriptions were always high or low. This is especially noted with sunburst which is listed as causing a pathetic amount of damage but is actually reasonably useful.
- Most every power either drained negative power or replenished positive power which meant that I just had to periodically remember to cast Twilight which I never had to put more talent points into.
- Negative energy/positive energy needs a new name (sunlight/starlight, sunlight/moonlight, light/darkness, whatever as long as it's reasonable) especially since decreasing negative energy is not the same thing as increasing positive energy...
- Glyphs were very unusable. I spent a category point and five talent points only to discover that they weren't place-able. I thought the point of a glyph was to offer some protection, but for me to run up to a door to try to place one would be closer to suicide than anything else. Even a limited range of 5 (preferably this would increase as more points are placed into the talent) would turn this whole category into something very useful.