Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
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 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. Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) 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 | Male |
Race | Halfling |
Class | Anorithil |
Level / Exp | 20 / 26% |
Size | small |
Lifes / Deaths | Killed by Glorunne the snow giant at level 20 on the 53rd Haze 122nd year of Ascendancy at 00:00 / 1 |
Primary Stats
Strength | 7 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 37 (base 22) |
Magic | 52 (base 48) |
Willpower | 12 (base 10) |
Cunning | 57 (base 29) |
Resources
Life | 634/634 |
Positive | 107/107 |
Negative | 107/107 |
Healing Factor | 1.4541015905906 |
Regeneration | 3.9987793741241 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +3.9079850466806E-12% |
Spell | -1.3433698597964E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 26 |
Accuracy | 20 |
Crit Chance | 19% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Fire | +5% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 2 |
Physical Save | 35 |
Spell Save | 37 |
Mental Save | 20 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 45%( 70%) |
Cold | + 26%( 70%) |
All | + 7%( 70%) |
Lightning | + 7%( 70%) |
Light | + 7%( 70%) |
Mind | + 10%( 70%) |
Darkness | + 21%( 70%) |
Fire | + 27%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 85% |
Confusion Resistance | 22% |
Disarm Resistance | 40% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 384 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 59.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 615% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Velina the snow giant. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed vial of wight ectoplasm. * You've found the needed length of troll intestine. | 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 within7 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 | Layabremina the Pyrecutter (0 def, 3 armour) Layabremina the Pyrecutter (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag +2 Cun +2 Con dps ---------- Res.pen +5% fire ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +22% Stun/Frz- +22% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Ravenvein Ravenvein2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Res.pen +5% darkness ----- def ----- Resists +3% acid +15% fire Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
Tool | Emiriwyn [power 122] (15 cooldown) Emiriwyn [power 122] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun +3 Con ----- def ----- Resists +3% mind +6% acid Phys.save +6 (+3 eff.) Max.HP +20.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | rogue's steel ring of perseverance rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
On fingers | copper ring 'Flashhunter' copper ring 'Flashhunter'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Crit.mult +15.00% Phys.pwr +15 (+8 eff.) Acc +6 (+3 eff.) Melee Ret 4 fire ----- def ----- Resists +6% fire ---------- misc Max.stam +20.00 Rings make your fingers look great! |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Polytira (111% power, 3 apr, darkness element) Polytira (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil +2 Cun dps ---------- Spell.crit +8% Phys.pwr +15 (+8 eff.) Spell.pwr +12 (+4 eff.) S.pwr/crit +2 Dmg.mod +15% darkness Res.pen +5% mind ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.04 Vim/s.crit +2.00 Max.mana +10.00 Max.vim +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | spellwoven linen robe of life (0 def, 0 armour) spellwoven linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) ----- def ----- Resists +6% blight +7% all Spell.save +16 (+6 eff.) Max.HP +40.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Gorysus' (7 def, 0 armour) linen cloak 'Gorysus' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Wil ----- def ----- Defense +7 (+4 eff.) Crit.chn- 15.00% Phys.save +6 (+3 eff.) Stun/Frz- +10% ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-6 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
ethereal rune of the duelist (power 13; resist 18%; move 35%; dur 5; cd 17) ethereal rune of the duelist (power 13; resist 18%; move 35%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 35% faster, and you are invisible (power 13). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 37; cd 18) shatter afflictions rune (absorb 37; cd 18)0.1 rune scroll [Normal] Arcane 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 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 37 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit copper amulet of willpower (+3) starlit copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% light +12% darkness Blind- +20% Amulets make your neck look great! |
copper ring of power copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) Rings make your fingers look great! |
Vargh Redemption =6 con= Vargh Redemption =6 con=0.1 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 8.05 cold and 8.05 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. |
potent elm vilestaff of might (104% power, 2 apr, darkness element) potent elm vilestaff of might (104% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 105% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +12% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of illumination (111% power, 3 apr, light element) cruel ash starstaff of illumination (111% power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego] 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 +9% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +2 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 67.91 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. |
Magmarupture the steel longsword (115% power, 3 apr) Magmarupture the steel longsword (115% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +12 mind On Crit.r2 +12 mind While equipped: dps ---------- Dmg.mod +9% acid Res.pen +8% physical Acc +9 (+4 eff.) Apr +9 Melee Ret 8 acid 2 mind ----- def ----- Resists +6% mind +3% fire Sharp, long, and deadly. |
Olikath (107% power, 3 apr) Olikath (107% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Dex +3 Mag dps ---------- Spell.crit +3% Phys.spd +10% Dmg.mod +9% blight Res.pen +25% blight Acc +9 (+4 eff.) Blunt and deadly. |
Shiverblack (109% power, 3 apr) Shiverblack (109% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 temporal On Crit.r2 +16 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage While equipped: dps ---------- Res.pen +5% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% lightning +9% temporal One-handed war axes. |
Tideimmortal (72% power, 12 apr, mind damage) Tideimmortal (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +12 lightning +8 cold While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +6% cold Res.pen +20% acid Melee Ret 6 acid 6 cold ----- def ----- Max.HP +14.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
Gloomsweeper the pouch of iron shots (10/10, 114% power, 1 apr) Gloomsweeper the pouch of iron shots (10/10, 114% power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 114% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 10 Proj.spd +200% Ranged+ +20 blight On Hit.r1 +20 blight +16 darkness +4 acid On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 78 physical damage Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of daylight (18/18, 134% power, 2 apr) deadly pouch of steel shots of daylight (18/18, 134% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Ranged+ +6 light Against +11% Undead Shots are used with slings to pummel your foes to death. |
Bloomgore (9 def, 6 armour) Bloomgore (9 def, 6 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +9% nature Res.pen +15% fire ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +7% Resists +3% nature Max.HP +53.00 HP.reg +6.80 Heal.mod +24% A suit of armour made of leather. |
rejuvenating steel plate armour of resilience (0 def, 9 armour) rejuvenating steel plate armour of resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Max.HP +26.00 HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
linen cloak 'Polisenor' (1 def, 0 armour) =20 stun= linen cloak 'Polisenor' (1 def, 0 armour) =20 stun=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +9% physical ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Stun/Frz- +20% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Balutir the Blizzardlore (0 def, 3 armour) Balutir the Blizzardlore (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Res.pen +20% cold Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +2% Resists +3% light +2% physical Phys.save +13 (+6 eff.) Mind.save +12 (+6 eff.) HP.reg +4.00 Blind- +20% Stun/Frz- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
restful hardened leather gloves of strength (+3) (0 def, 2 armour) =3 str= restful hardened leather gloves of strength (+3) (0 def, 2 armour) =3 str=1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 HP.reg +2.00 ---------- misc Stam/turn +1.10 Max.stam +13.00 Unarmed combat: Power 122% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ariba the rough leather cap (0 def, 1 armour) =water= Ariba the rough leather cap (0 def, 1 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +5% cold Cut- +20% Disarm- +20% ---------- misc Breathe water A cap made of leather. |
champion's rough leather cap of strength (+5) (0 def, 1 armour) =5 str= champion's rough leather cap of strength (+5) (0 def, 1 armour) =5 str=2.0 T1 head armor [Ego+] Master While equipped: Stats +5 Str +2 Wil ----- def ----- Armour +1 Fatigue +1% Mind.save +6 (+3 eff.) ---------- misc Light +1 A cap made of leather. |
Blizzardguile (0 def, 3 armour) Blizzardguile (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% arcane Res.pen +20% arcane +10% cold Melee Ret 8 nature 2 cold ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
140 alchemist agate 140 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. |
Brodoledar =4 str= Brodoledar =4 str=2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +4 Str dps ---------- Res.pen +10% acid Melee Ret 2 acid ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +12% ---------- 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. |
Gloruda =phasing= Gloruda =phasing=2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +3% blight ----- def ----- Mind.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Light +3 See.Stealth +5 See.Invis +15 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Grinolathayahor the Shimmervault (dig speed 38 turns) =3 str= Grinolathayahor the Shimmervault (dig speed 38 turns) =3 str=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% lightning +3% cold Res.pen +10% darkness +5% lightning Melee Ret 2 darkness ----- def ----- Fatigue -5% Resists +6% lightning +6% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Poregatha the steel torque of psionic shield [power 47] (25 cooldown) Poregatha the steel torque of psionic shield [power 47] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% acid Melee Ret 4 blight ----- def ----- Resists +9% acid Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 26% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Putin Huylo the Halfling Anorithil level 8
2nd Flare 122nd year of Ascendancy at 12:22 see stats
By Putin Huylo the Halfling Anorithil level 19
48th Haze 122nd year of Ascendancy at 16:25 see stats
By Putin Huylo the Halfling Anorithil level 10
1st Dusk 122nd year of Ascendancy at 01:41 see stats
By Putin Huylo the Halfling Anorithil level 20
51st Haze 122nd year of Ascendancy at 05:08 see stats
By Putin Huylo the Halfling Anorithil level 18
34th Haze 122nd year of Ascendancy at 12:12 see stats
By Putin Huylo the Halfling Anorithil level 16
68th Dusk 122nd year of Ascendancy at 12:13 see stats
By Putin Huylo the Halfling Anorithil level 7
79th Pyre 122nd year of Ascendancy at 03:34 see stats
By Putin Huylo the Halfling Anorithil level 11
4th Dusk 122nd year of Ascendancy at 01:02 see stats
By Putin Huylo the Halfling Anorithil level 16
68th Dusk 122nd year of Ascendancy at 18:40 see stats
Log
Putin Huylo feels pain again.
Talent Starfall is ready to use.
Infusion: Regeneration is still on cooldown for 3 turns.
Talent Chant of Fortitude is ready to use.
Talent Hymn of Perseverance is ready to use.
Infusion: Regeneration is still on cooldown for 2 turns.
Talent Searing Light is ready to use.
Talent Sun Flare is ready to use.
Infusion: Regeneration is still on cooldown for 1 turns.
Talent Infusion: Regeneration is ready to use.
Putin Huylo starts regenerating health quickly.
Talent Vitality is ready to use.
Talent Healing Light is ready to use.
Putin Huylo is no longer surging arcane power.
Putin Huylo stops regenerating health quickly.
Talent Circle of Warding is ready to use.
Talent Jumpgate is ready to use.
Talent Circle of Sanctity is ready to use.
Talent Infusion: Wild is ready to use.
Talent Circle of Shifting Shadows is ready to use.
Talent Rune: Acid Wave is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Luck of the Little Folk is ready to use.
Rested for 52 turns (stop reason: all resources and life at maximum).
--------------------------------
You pickup 0.65 gold pieces.
You pickup 0.95 gold pieces.
You pickup 0.95 gold pieces.