










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 | Doomelf |
Class | Corruptor |
Level / Exp | 22 / 9% |
Size | medium |
Lifes / Deaths | Killed by Xanirin the thief at level 22 on the 50th Dusk 122nd year of Ascendancy at 04:07 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 22 (base 10) |
Constitution | 22 (base 12) |
Magic | 75 (base 51) |
Willpower | 27 (base 13) |
Cunning | 43 (base 39) |
Resources
Life | -81/585 |
Mana | 227/347 |
Vim | 191/301 |
Healing Factor | 1.1024166372473 |
Regeneration | 4.6852707083012 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 10 |
Offense: Mainhand
Damage | 29 |
Accuracy | 23 |
Crit Chance | 21% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Blight | +19% |
Arcane | +19% |
Mind | +16% |
All | +4% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 32 |
Mental Save | 27 |
Defense: Resistances
Nature | + 14%( 70%) |
Acid | + 17%( 70%) |
Light | + 19%( 70%) |
Darkness | + 14%( 70%) |
Blight | + 12%( 70%) |
Cold | + 20%( 70%) |
Mind | + 20%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 721% 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
Corruption / Blight | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+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 |
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 |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex +2 Mag dps ---------- Spell.crit +3% S.pwr/crit +6 Mov.spd +10% ----- def ----- Armour +3 Fatigue -3% Max.HP +35.00 ---------- misc Stam/turn +0.30 Max.vim +40.00 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 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) ----- def ----- Resists +6% light Max.HP +45.00 ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +4 Con ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +12% cold +9% acid Crit.chn- 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil +1 Con dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +12% mind Apr +2 ----- def ----- Armour +2 Resists +12% mind Silence- +22% ---------- misc Mana/turn +0.16 See.Invis +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +4% all Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Resists +5% light +6% darkness Max.HP +32.00 A belt that goes around your waist. |
In main hand | ![]() 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 +1 Wil dps ---------- Phys.crit +8.0% Spell.crit +2% Crit.mult +16.00% Spell.pwr +19 (+5 eff.) Melee+ 15 arcane 17 fire Dmg.mod +15% blight On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +6% nature ---------- misc Stam/turn +1.00 Max.mana +36.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +11 (+6 eff.) ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Unarmed combat: Power 93% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% ----- def ----- Defense +1 (+0 eff.) Phys.save +7 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +10 (+5 eff.) Die.at -50.00 life Max.HP +40.00 Blind- +10% 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] Master While equipped: Stats +4 Dex +1 Mag +4 Cun +4 Con dps ---------- Spell.crit +3% Mind.crit +2% Spell.pwr +10 (+3 eff.) S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Mana/turn +0.08 Vim/s.crit +1.00 Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 3 light, 4 fire, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% ---------- misc Max.psi +10.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +11.00% Spell.pwr +7 (+2 eff.) Dmg.mod +7% blight +7% fire +3% acid ----- def ----- Armour +4 Defense +15 (+7 eff.) Resists +21% acid +6% cold Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% mind Confus- +24% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +5 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +4% acid +5% lightning +5% cold +12% mind +5% fire Melee Ret 6 mind ----- def ----- Resists +3% fire Heal.mod +11% Cut- +50% 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 243 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% physical Res.pen +5% light ----- def ----- HP.reg +4.00 Cut- +10% Stun/Frz- +21% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +23% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Ego+] 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 +7 Mag +5 Wil +5 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +8 Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Mag +6 Wil dps ---------- Phasing +30% ----- def ----- Resists +7% lightning +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +5 Wil +1 Cun dps ---------- Spell.crit +4% Mind.pwr +25 (+10 eff.) Dmg.mod +6% blight ----- def ----- Resists +6% temporal ---------- misc Hate/m.crit +4.00 Max.hate +6.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +2 Mag dps ---------- Phys.crit +3.0% Crit.mult +8.00% Phys.pwr +4 (+2 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +9% cold ----- def ----- Defense +8 (+4 eff.) Mind.save +9 (+4 eff.) Stealth +5 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +1 Wil +4 Cun +3 Con dps ---------- Spell.pwr +3 (+1 eff.) Res.pen +5% fire ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +3 Dex +4 Cun +6 Con +6 Lck dps ---------- Mind.crit +1% Res.pen +15% physical ----- def ----- Mind.save +3 (+1 eff.) Stealth +6 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Acc +15 (+8 eff.) ----- def ----- Armour +2 Resists +5% fire +6% cold Die.at -80.00 life A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Mag +2 Cun ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold 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 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun dps ---------- Phys.pwr +15 (+8 eff.) Res.pen +10% physical Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +16 (+8 eff.) Resists +1% physical Die.at -60.00 life 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 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +9% mind Res.pen +15% light ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +3 Mag +4 Wil +4 Cun dps ---------- Phys.crit +2.0% Spell.crit +5% Phys.pwr +3 (+2 eff.) Acc +5 (+3 eff.) Apr +5 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Fatigue -3% Resists +6% temporal ---------- misc Light +3 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 [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! |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Cun +2 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +2% Resists +3% cold Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+7 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 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 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 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 [Rare] Master While equipped: Stats +3 Str +1 Wil +2 Cun dps ---------- Crit.mult +20.00% ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue -5% Phys.save +3 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +15% mind ----- def ----- Resists +3% cold +3% darkness +5% arcane ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Dmg.mod +3% acid Acc +4 (+2 eff.) Melee Ret 6 mind ----- def ----- Resists +6% mind +3% lightning ---------- misc Infravis +2 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 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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 [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +12% cold +3% mind +6% acid Max.HP +44.00 ---------- 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 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.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 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. |
![]() 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. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Resists +6% blight +6% light ---------- misc Max.hate +2.00 Light +3 Blast the opponent's mind dealing 128 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +9% lightning Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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 Sanguina Rotfelcher the Doomelf Corruptor level 20
47th Dusk 122nd year of Ascendancy at 01:06 see stats
By Sanguina Rotfelcher the Doomelf Corruptor level 6
77th Pyre 122nd year of Ascendancy at 18:52 see stats
By Sanguina Rotfelcher the Doomelf Corruptor level 10
4th Mirth 122nd year of Ascendancy at 23:19 see stats
By Sanguina Rotfelcher the Doomelf Corruptor level 20
42nd Dusk 122nd year of Ascendancy at 03:29 see stats
By Sanguina Rotfelcher the Doomelf Corruptor level 17
30th Dusk 122nd year of Ascendancy at 09:49 see stats
By Sanguina Rotfelcher the Doomelf Corruptor level 10
4th Mirth 122nd year of Ascendancy at 23:27 see stats
By Sanguina Rotfelcher the Doomelf Corruptor level 10
1st Summertide 122nd year of Ascendancy at 19:06 see stats
By Sanguina Rotfelcher the Doomelf Corruptor level 21
49th Dusk 122nd year of Ascendancy at 03:49 see stats
By Sanguina Rotfelcher the Doomelf Corruptor level 16
21st Dusk 122nd year of Ascendancy at 03:03 see stats
Log
Sanguina Rotfelcher receives 16 healing from Sanguina Rotfelcher's Blood Grasp.
Sanguina Rotfelcher's Blood Grasp hits Elyrin the anaconda for 74 blight damage.
Sanguina Rotfelcher is no longer pinned.
Talent Drain is ready to use.
Deadly Poison from Emelildatta the dredgling hits Sanguina Rotfelcher for 20 nature damage.
Shadow hits Sanguina Rotfelcher for 47 physical damage.
Decrepitude Disease from Sanguina Rotfelcher hits Elyrin the anaconda for 28 blight damage.
Sanguina Rotfelcher casts Drain.
Sanguina Rotfelcher's spell attains critical power!
Shadow casts Fade.
Shadow fades!
Lisanor the poison ooze defiantly reasserts his connection to nature!
Sanguina Rotfelcher hits Elyrin the anaconda for 311 blight damage.
Overkill hits Shadow for 0 blight damage.
Overkill hits Lisanor the poison ooze for 105 blight damage.
Sanguina Rotfelcher killed Elyrin the anaconda!
Something performs a melee critical strike against Shadow!
Sanguina Rotfelcher is stunned by the burning flame!
Something performs a melee critical strike against Sanguina Rotfelcher!
The powerful blow energizes Sanguina Rotfelcher reducing their cooldowns!
Sanguina Rotfelcher is on fire!
Sanguina Rotfelcher's armour is damaged!
Lisanor the poison ooze resists the vile poison!
Lisanor the poison ooze is on fire!
Lisanor the poison ooze's armour is damaged!
Something hits Shadow for 0 physical, 0 cold, 0 fire (0 total damage).
Something hits Sanguina Rotfelcher for 331 physical, 11 cold, 7 fire, 52 fire (401 total damage).
Something hits Lisanor the poison ooze for 254 physical, 21 cold, 10 fire (285 total damage).
Sanguina Rotfelcher the level 22 doomelf corruptor was scorched to death by Xanirin the thief on level 4 of The Maze.