










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Anorithil |
Level / Exp | 20 / 49% |
Size | small |
Lifes / Deaths | Killed by 3-headed hydra at level 18 on the 46th Dusk 122nd year of Ascendancy at 13:02 0 / 6Killed by Horned Horror at level 20 on the 54th Dusk 122nd year of Ascendancy at 13:39 Killed by armoured skeleton warrior at level 20 on the 57th Dusk 122nd year of Ascendancy at 12:14 Killed by armoured skeleton warrior at level 20 on the 57th Dusk 122nd year of Ascendancy at 14:27 Killed by Adymina the sand-drake at level 20 on the 58th Dusk 122nd year of Ascendancy at 13:10 Killed by Adymina the sand-drake at level 20 on the 58th Dusk 122nd year of Ascendancy at 13:53 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 25 (base 22) |
Magic | 65 (base 48) |
Willpower | 20 (base 10) |
Cunning | 45 (base 29) |
Resources
Life | -190/606 |
Positive | 72/107 |
Negative | 52/107 |
Healing Factor | 1.2545178243369 |
Regeneration | 4.077182929095 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 28 |
Accuracy | 22 |
Crit Chance | 17% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +41% |
Light | +6% |
Cold | +21% |
Fire | +18% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
Darkness | +30% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 3 |
Physical Save | 33 |
Spell Save | 28 |
Mental Save | 28 |
Defense: Resistances
Acid | + 7%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 37%( 70%) |
All | + 7%( 70%) |
Darkness | + 35%( 70%) |
Light | + 15%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 8%( 70%) |
Fire | + 24%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 24% |
Bleed Resistance | 70% |
Instadeath Resistance | 100% |
Disarm Resistance | 25% |
Poison Resistance | 20% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 245 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 595% 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 Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Celestial / Glyphs | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 461/461 damage before it crumbles. Damage Shield |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Shade. | 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 |
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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +6% light +3% temporal Mind.save +5 (+2 eff.) Max.HP +40.00 Cut- +20% Knockbk- +10% ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
On head | ![]() 2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +1 (+1 eff.) Resists +18% darkness Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +6% mind Res.pen +5% darkness ----- def ----- Resists +12% darkness ---------- misc Max.hate +2.00 Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 32% 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 | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +1.00 Stun/Frz- +24% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +4 Mag +2 Con ----- def ----- Defense +15 (+8 eff.) Resists +1% physical Max.HP +32.00 Poison- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 1H weapon [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +11% Crit.mult +12.00% Spell.pwr +13 (+5 eff.) Dmg.mod +3% mind +20% darkness ----- def ----- Resists +3% light +3% temporal Spell.save +3 (+2 eff.) Max.HP +40.00 ---------- misc Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +6% cold Acc +7 (+3 eff.) ----- def ----- Armour +2 Resists +5% arcane +12% cold Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness +12% fire Res.pen +25% darkness +20% nature ----- def ----- Resists +18% fire +6% nature +7% all ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +6% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% nature Phys.save +18 (+8 eff.) Spell.save +3 (+2 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Lck +1 Wil dps ---------- Spell.crit +2% Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue -4% Unseen.red 10% HP.reg +2.00 Heal.mod +13% Cut- +50% ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 219 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 535% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 303 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 226 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Cun dps ---------- Res.pen +10% mind +10% light ----- def ----- Resists +10% nature +13% blight Phys.save +15 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save +12 (+6 eff.) Poison- +25% Disease- +27% ---------- misc Light +3 Amulets make your neck look great! |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 34.5 - 51.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +12 (+6 eff.) Apr +12 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Disrupt/Psionic Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 mind Against +9% Unnatural On Hit: * 16% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +3 Wil Sharp, short and deadly. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +34.00% Spell.pwr +12 (+4 eff.) Mind.pwr +10 (+5 eff.) Melee+ 19 fire Dmg.mod +18% physical Res.pen +5% mind ----- def ----- Armour +7 Defense +6 (+3 eff.) ---------- misc See.Invis +6 Wards +3 physical Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Nature/Master 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: dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 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 77.34 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. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% fire +6% light +9% mind Res.pen +15% light Acc +25 (+12 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +6% fire Max.HP +63.00 ---------- misc Max.stam +18.00 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 cloth armor [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +10% fire ----- def ----- Resists +15% fire +7% all Crit.chn- 5.00% Mind.save +6 (+3 eff.) Max.HP +20.00 ---------- misc Hate/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature +11% cold ----- def ----- Resists +7% all +16% cold Poison- +20% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Armour +3 Resists +6% blight Die.at -20.00 life HP.reg +4.00 Heal.mod +5% ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil dps ---------- Apr +3 ----- def ----- Armour +4 Defense +20 (+10 eff.) Fatigue -4% Phys.save +10 (+5 eff.) ---------- misc Max.enc +28 Hate/m.crit +2.00 Max.stam +30.00 Max.hate +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% 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. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% acid ----- def ----- Defense +2 (+1 eff.) Resists +8% lightning +7% temporal +19% acid A pointy cloth hat, very wizardly... |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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 (+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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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. |
![]() 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 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +44.00 Heal.mod +10% ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 115% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 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 T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Con ----- def ----- Resists +5% arcane ---------- misc See.Invis +12 Blast the opponent's mind dealing 179 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 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. |
Achievements
By A2 the Halfling Anorithil level 20
57th Dusk 122nd year of Ascendancy at 16:49 see stats
By A2 the Halfling Anorithil level 18
33rd Dusk 122nd year of Ascendancy at 16:17 see stats
By A2 the Halfling Anorithil level 10
3rd Flare 122nd year of Ascendancy at 15:51 see stats
By A2 the Halfling Anorithil level 20
52nd Dusk 122nd year of Ascendancy at 13:28 see stats
By A2 the Halfling Anorithil level 8
1st Summertide 122nd year of Ascendancy at 08:15 see stats
By A2 the Halfling Anorithil level 15
16th Dusk 122nd year of Ascendancy at 06:11 see stats
Log
A shield forms around Adymina the sand-drake.
A shield forms around A2.
Adymina the sand-drake receives 41 healing from A2's healing light area effect.
A2 receives 50 healing from A2's healing light area effect.
A2's darkness area effect hits Adymina the sand-drake for (20 absorbed), 0 darkness (0 total damage).
A2 is not dazed anymore.
Deadly Poison from Adymina the sand-drake hits A2 for (17 absorbed), 0 nature (0 total damage).
A2 casts Healing Light.
A2 receives 273 healing.
Adymina the sand-drake activates Volatile Poison.
Adymina the sand-drake deactivates Numbing Poison.
Adymina the sand-drake receives 41 healing from A2's healing light area effect.
A2 receives 50 healing from A2's healing light area effect.
A2's darkness area effect hits Adymina the sand-drake for (39 absorbed), 0 darkness (0 total damage).
Adymina the sand-drake uses Venomous Strike.
Adymina the sand-drake performs a melee critical strike against A2!
Your shield crumbles under the damage!
The shield around A2 crumbles.
A2 resists the terror!
The shield around Adymina the sand-drake crumbles.
A2 resists the terror!
Adymina the sand-drake performs a melee critical strike against A2!
Poison bursts out of A2's corpse!
Melee retaliation hits Adymina the sand-drake for (11 absorbed), 0 light, (10 absorbed), 0 darkness, (2 absorbed), 7 light, 8 darkness, 12 light, 11 darkness (39 total damage).
Adymina the sand-drake hits A2 for (82 absorbed), 232 nature, 308 nature (540 total damage).
Greater Weapon Focus from Adymina the sand-drake hits A2 for 165 nature damage.
Adymina the sand-drake receives 313 healing from Venomous Strike.
A2 the level 20 halfling anorithil was splurged to death by Adymina the sand-drake on level 3 of Sandworm lair.
A shield forms around A2.