










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This 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 1.7.6Donators/Buyers bonus! 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:
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 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 21 / 0% |
Size | medium |
Lifes / Deaths | Killed by Atma the human at level 21 on the 26th Shortage 122nd year of Ascendancy at 02:26 / 1 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 22 (base 10) |
Constitution | 18 (base 10) |
Magic | 67 (base 50) |
Willpower | 22 (base 10) |
Cunning | 55 (base 42) |
Resources
Life | -114/758 |
Mana | 204/324 |
Negative | 27/110 |
Positive | 46/110 |
Healing Factor | 1.2211363549267 |
Regeneration | 6.4109658633651 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | -2.2204460492503E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 6 |
Offense: Mainhand
Damage | 23 |
Accuracy | 29 |
Crit Chance | 18% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +9% |
Darkness | +10% |
Light | 0% |
All | 0% |
Offense: Damage Penetration
Physical | +7% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 9 |
Physical Save | 37 |
Spell Save | 47 |
Mental Save | 43 |
Defense: Resistances
Acid | 0%( 70%) |
Blight | + 15%( 70%) |
Physical | + 3%( 70%) |
Cold | 0%( 70%) |
All | 0%( 70%) |
Darkness | + 23%( 70%) |
Temporal | + 12%( 70%) |
Mind | + 6%( 70%) |
Fire | + 18%( 70%) |
Lightning | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 55% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 481% 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 Strength 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 within5 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Dex +4 Mag +2 Cun dps ---------- Melee Ret 4 cold ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Cun +2 Str ----- def ----- Resists +3% darkness Crit.chn- 15.00% Max.HP +42.00 ---------- misc Light +3 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 [Rare] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+0 eff.) Resists +9% blight +1% physical Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) Die.at -20.00 life Max.HP +40.00 ---------- misc Psi/ret +0.04 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Crit.chn- 5.00% Max.HP +100.00 Heal.mod +5% Cut- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +8 Dex +4 Mag +4 Cun dps ---------- Phys.pwr +5 (+2 eff.) Acc +11 (+6 eff.) ----- def ----- Resists +3% mind Spell.save +8 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +10% darkness +9% arcane ----- def ----- Resists +20% darkness +15% lightning HP.reg +2.00 Stun/Frz- +27% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Defense +20 (+10 eff.) Resists +3% mind +6% temporal Phys.save +3 (+1 eff.) Max.HP +33.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 123% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 blight +4 cold On Hit.r1 +4 cold On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 24 While equipped: Stats +5 Mag +3 Wil +5 Con dps ---------- Phys.pwr +9 (+4 eff.) Spell.pwr +10 (+4 eff.) Res.pen +7% physical Melee Ret 6 fire ----- def ----- Disease- +17% Disarm- +14% Massive two-handed battleaxes. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Acc +11 (+6 eff.) Apr +4 ----- def ----- Armour +1 Resists +1% physical Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -40.00 life Disarm- +21% ---------- misc Light +1 Unarmed combat: Power 90% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +18% fire Max.HP +33.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +44.00 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str ----- def ----- Resists +12% lightning +1% physical +6% blight Disarm- +20% Confus- +10% Stun/Frz- +23% Amulets make your neck look great! |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +10% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 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 148 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +11 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Con +3 Wil ----- def ----- Resists +9% light +6% nature Phys.save +4 (+2 eff.) Mind.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature While equipped: Stats +6 Con +6 Wil dps ---------- Res.pen +6% physical Acc +5 (+3 eff.) Apr +6 ----- def ----- Resists +2% physical Crit.chn- 5.00% Die.at -40.00 life Max.HP +31.00 Confus- +10% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Nature Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +3 Mag +4 Wil +4 Cun +4 Con Sharp, long, and deadly. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 100% 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 +11% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ----- def ----- Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 100% 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 +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness +3% light ----- def ----- Armour +2 Resists +3% light Die.at -40.00 life Confus- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Dmg.mod +9% blight ----- def ----- Armour +5 Defense +10 (+5 eff.) Resists +5% arcane +3% lightning Spell.save +3 (+1 eff.) ---------- misc Infravis +3 Create a temporary shield that absorbs 182 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness Melee Ret 10 light On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Resists +12% acid Max.HP +32.00 A belt that goes around your waist. |
![]() 2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +4 Str +1 Dex +3 Mag +3 Cun ----- def ----- Resists +11% darkness +11% mind +7% all Phys.save +11 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +23 (+8 eff.) ---------- misc See.Invis +3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Disrupt While equipped: Stats +5 Con dps ---------- Dmg.mod +14% acid +12% nature Melee Ret 4 darkness On Melee Ret: * 3 arcane resource burn * 3% chance to slow global speed by 45% ----- def ----- Resists +21% acid +3% blight +3% lightning +6% nature +9% all Poison- +23% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +16 (+6 eff.) ----- def ----- Resists +9% all ---------- misc Mana/turn +0.17 Max.mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue -3% Resists +3% lightning +3% fire +3% blight Phys.save +6 (+3 eff.) Heal.mod +5% Silence- +20% Stun/Frz- +10% ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +3 ---------- misc Infravis +1 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str dps ---------- Dmg.mod +3% acid ----- def ----- Armour +6 Defense +20 (+10 eff.) Resists +3% blight +3% light ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +12% nature Res.pen +25% acid ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 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 [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 2 nature ----- def ----- Armour +4 Defense +15 (+7 eff.) Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Phys.save +18 (+7 eff.) Die.at -20.00 life Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +10% mind ----- def ----- Resists +9% mind Phys.save +3 (+1 eff.) Max.HP +42.00 Silence- +10% ---------- misc Max.psi +20.00 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 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +9% light Crit.chn- 10.00% Confus- +20% Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- 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. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Armour +8 Resists +5% fire +3% light +3% temporal Crit.chn- 15.00% Teleport- +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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% physical Acc +10 (+5 eff.) ----- def ----- Resists +1% physical Crit.chn- 15.00% Phys.save +5 (+2 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +9% fire Max.HP +40.00 HP.reg +2.00 Pinning- +20% Stun/Frz- +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks 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 Moonie Sunsinger the Dwarf Anorithil level 21
11st Shortage 122nd year of Ascendancy at 16:26 see stats
By Moonie Sunsinger the Dwarf Anorithil level 10
3rd Profit 122nd year of Ascendancy at 01:40 see stats
By Moonie Sunsinger the Dwarf Anorithil level 20
13rd Loss 122nd year of Ascendancy at 01:51 see stats
By Moonie Sunsinger the Dwarf Anorithil level 21
25th Loss 122nd year of Ascendancy at 07:16 see stats
By Moonie Sunsinger the Dwarf Anorithil level 6
21st Voratun 122nd year of Ascendancy at 06:30 see stats
By Moonie Sunsinger the Dwarf Anorithil level 10
9th Profit 122nd year of Ascendancy at 01:39 see stats
By Moonie Sunsinger the Dwarf Anorithil level 10
16th Profit 122nd year of Ascendancy at 07:17 see stats
By Moonie Sunsinger the Dwarf Anorithil level 15
22nd Wealth 122nd year of Ascendancy at 20:50 see stats
Log
Moonie Sunsinger is surrounded by a thick smoke.
Reyadhou the human is surrounded by a thick smoke.
Your shield crumbles under the damage!
The shield around Moonie Sunsinger crumbles.
Atma the human's Shadow Shot hits Moonie Sunsinger for (193 absorbed), 19 physical (19 total damage).
Reyadhou the human uses Juggernaut.
Reyadhou the human hardens its skin.
Reyadhou the human uses Shield Pummel.
Moonie Sunsinger is stunned!
Moonie Sunsinger casts Circle of Warding.
Moonie Sunsinger's spell attains critical power!
Moonie Sunsinger casts Circle of Sanctity.
Moonie Sunsinger casts Circle of Shifting Shadows.
Moonie Sunsinger's spell attains critical power!
Melee retaliation hits Reyadhou the human for 2 acid, 14 light, 3 cold, 4 fire, 5 darkness, 2 acid, 14 light, 3 cold, 4 fire, 5 darkness (55 total damage).
Reyadhou the human hits Moonie Sunsinger for 76 physical, 8 fire, 105 physical, 8 fire (197 total damage).
Moonie Sunsinger casts Barrier.
Moonie Sunsinger's spell attains critical power!
A shield forms around Moonie Sunsinger.
Reyadhou the human is knocked back!
Reyadhou the human resists the knockback!
Moonie Sunsinger's prismatic repulsion area effect hits Reyadhou the human for 7 light, 5 darkness, 7 light, 5 darkness (23 total damage).
Moonie Sunsinger's sanctity area effect hits Reyadhou the human for 6 light damage.
Moonie Sunsinger's defensive darkness area effect hits Reyadhou the human for 7 darkness damage.
Your shield crumbles under the damage!
The shield around Moonie Sunsinger crumbles.
Atma the human's Steady Shot hits Moonie Sunsinger for (226 absorbed), 143 physical (143 total damage).
Atma the human's Headshot hits Moonie Sunsinger for 520 physical damage.
Moonie Sunsinger the level 21 dwarf anorithil was swiped to death by Atma the human on level 1 of Ambush!.