Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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 Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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. 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Archer |
Level / Exp | 25 / 66% |
Size | small |
Lifes / Deaths | Killed by elven tempest at level 25 on the 7th Pyre 123rd year of Ascendancy at 11:29 / 1 |
Primary Stats
Strength | 60 (base 40) |
Dexterity | 65 (base 55) |
Constitution | 22 (base 10) |
Magic | 10 (base 10) |
Willpower | 38 (base 20) |
Cunning | 29 (base 12) |
Resources
Life | -84/572 |
Mana | 404/464 |
Stamina | 1/255 |
Healing Factor | 1.1024166372473 |
Regeneration | 11.299770531785 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 26.003878189685 |
See Invisible | 26.003878189685 |
Offense: Mainhand
Damage | 89 |
Accuracy | 72 |
Crit Chance | 37% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Physical | +19% |
Nature | +17% |
Mind | +7% |
Arcane | +20% |
Cold | +14% |
All | +2% |
Offense: Damage Penetration
Acid | +16% |
Lightning | +26% |
Nature | +31% |
Darkness | +16% |
Physical | +21% |
Mind | +21% |
All | +11% |
Defense: Base
Armour (hardiness) | 53 (49.007671158813%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 17 |
Mental Save | 22 |
Defense: Resistances
Acid | + 50%( 70%) |
Physical | + 49%( 70%) |
Cold | + 50%( 70%) |
All | + 13%( 70%) |
Darkness | + 29%( 70%) |
Temporal | + 18%( 70%) |
Lightning | + 32%( 70%) |
Fire | + 53%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
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 109 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. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 105 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -352 life. The duration and life will increase by 1% for every 1% life you have lost (currently 756 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 137. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed warg claw. * You've found the needed bloated horror heart. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed wretchling eyeball. * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Umbracut the pair of drakeskin leather boots (0 def, 5 armour) Umbracut the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% acid +5% darkness +10% nature ----- def ----- Armour +5 Resists +18% darkness +11% fire +6% nature +11% cold A pair of boots made of leather. |
Quiver | barbed quiver of yew arrows of grasping (18/22, 156% power, 10 apr) barbed quiver of yew arrows of grasping (18/22, 156% power, 10 apr)3.0 T3 arrow ammo [Ego++] Nature/Master Power 157% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 145 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | Islitta the Taintreek Islitta the Taintreek1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% nature +11% all Apr +10 ----- def ----- Defense +10 (+2 eff.) Resists +6% temporal +12% nature +12% cold HP.reg +4.00 ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | drakeskin leather cap 'Salonor' (0 def, 5 armour) drakeskin leather cap 'Salonor' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +12 Str +9 Wil +2 Cun dps ---------- Phys.pwr +8 (+3 eff.) Mind.pwr +6 (+3 eff.) S.pwr/crit +4 Dmg.mod +18% arcane ----- def ----- Armour +5 Fatigue +5% Resists +7% physical Phys.save +10 (+3 eff.) ---------- misc Max.mana +80.00 A cap made of leather. |
Tool | Armeradan the Corruptiontrail [power 79] (22 cooldown) Armeradan the Corruptiontrail [power 79] (22 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Str dps ---------- Phys.crit +2.0% Dmg.mod +15% nature ----- def ----- Armour +2 Defense +20 (+5 eff.) Phys.save +6 (+2 eff.) Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | stralite ring of warding stralite ring of warding0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +14% acid +19% fire +14% lightning +12% cold Rings make your fingers look great! |
On fingers | sneakthief's gold ring of pilfering sneakthief's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Acc +16 (+4 eff.) Apr +10 ----- def ----- Defense +11 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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. Rings make your fingers look great! |
Around waist | Adogatira the Shimmerbright Adogatira the Shimmerbright1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Wil +5 Con dps ---------- Res.pen +15% lightning Apr +3 ----- def ----- Armour +8 ---------- misc Equi/ret +0.08 Create a temporary shield that absorbs 260 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
In main hand | Shadequick the dragonbone longbow Shadequick the dragonbone longbow4.0 T5 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +6% darkness +12% physical Acc +18 (+5 eff.) Apr +4 ----- def ----- Defense +10 (+2 eff.) Phys.save +12 (+4 eff.) ---------- misc Reload +3 Longbows are used to shoot arrows at your foes. |
On hands | Govea the hardened leather gloves (0 def, 2 armour) Govea the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% Crit.mult +5.00% Apr +5 Melee Ret 2 acid ----- def ----- Armour +2 HP.reg +6.00 ---------- misc Stam/turn +0.80 Equi/ret +0.08 Max.stam +13.00 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 | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 35.54 to 44.43 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | Ivudathra (3 def, 8 armour) Ivudathra (3 def, 8 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +3 (+0 eff.) Resists +13% acid +2% physical +16% fire +8% cold +8% lightning Crit.dmg- 15.00% Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +15 Fatigue +2% Resists +20% physical Crit.chn- 10% ---------- misc Masteries +0.20 Technique/Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
wild infusion of the sneak (res 22%; mental; dur 2; cd 10) wild infusion of the sneak (res 22%; mental; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
shielding rune of the warrior (absorb 230; dur 5; cd 18) shielding rune of the warrior (absorb 230; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 241; dur 3; cd 14) shielding rune of the warrior (absorb 241; dur 3; cd 14)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 241 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stralite battleaxe (155% power, 3 apr) stralite battleaxe (155% power, 3 apr)3.0 T4 battleaxe 2H weapon [Normal] Power 155% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes. |
Woeknave (154% power, 2 apr) Woeknave (154% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 155% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +6 Mag +9 Wil dps ---------- Spell.pwr +24 (+17 eff.) Dmg.mod +30% arcane ----- def ----- Resists +9% darkness ---------- misc Max.mana +100.00 Massive two-handed mauls. |
Anarand (3 def, 12 armour) Anarand (3 def, 12 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +15% physical Acc +7 (+2 eff.) Apr +6 ----- def ----- Armour +12 Defense +3 (+0 eff.) Resists +9% cold Phys.save +15 (+5 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven cashmere wizard hat of fire (+19%) (2 def, 0 armour) mindwoven cashmere wizard hat of fire (+19%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% fire ----- def ----- Defense +2 (+0 eff.) Resists +19% fire ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
hardened leather armour of Eyal (9 def, 6 armour) hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Max.HP +37.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of leather. |
volcanic hardened leather armour of command (14 def, 18 armour) volcanic hardened leather armour of command (14 def, 18 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 6 fire Ranged+ 7 fire ----- def ----- Armour +18 Defense +14 (+3 eff.) Fatigue +8% Resists +14% fire +16% physical Mind.save +13 (+6 eff.) A suit of armour made of leather. |
10 agate 10 agate0.0 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. |
174 alchemist agate 174 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.0 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald 4 emerald0.0 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. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
alchemist's lamp 'Glywen' alchemist's lamp 'Glywen'1.0 T3 lite [Rare] Master While equipped: ----- def ----- Defense +15 (+3 eff.) Resists +6% blight +3% temporal +6% nature Mind.save +3 (+1 eff.) Teleport- +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of corpselight alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+4 eff.) ----- def ----- Resists +8% blight +9% darkness ---------- misc Light +4 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 26 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Gwai's Burninator Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 326.40 fire damage (based on Magic). Uses 43 power out of 42/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Belylaith [power 255] (13 cooldown) Belylaith [power 255] (13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +12% acid +6% temporal Res.pen +20% acid +25% physical ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Blast the opponent's mind dealing 273 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing dwarven-steel torque of psionic shield [power 77] (22 cooldown) cleansing dwarven-steel torque of psionic shield [power 77] (22 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 22 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
focusing elven-wood totem of stinging [power 314] (13 cooldown) focusing elven-wood totem of stinging [power 314] (13 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 367 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of summon tentacle [power 305] (28 cooldown) supercharged yew totem of summon tentacle [power 305] (28 cooldown)2.0 T3 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 621 Base Damage: 323 Armor: 20 All Resist: 8 Puts all charms on 28 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.0 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. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 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. |
7 citrine 7 citrine0.0 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. |
11 zircon 11 zircon0.0 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 Horrin Swiftwind the Halfling Archer level 25
2nd Pyre 123rd year of Ascendancy at 20:56 see stats
By Horrin Swiftwind the Halfling Archer level 23
32nd Regrowth 123rd year of Ascendancy at 19:41 see stats
By Horrin Swiftwind the Halfling Archer level 19
76th Dusk 122nd year of Ascendancy at 23:35 see stats
By Horrin Swiftwind the Halfling Archer level 23
63rd Haze 122nd year of Ascendancy at 08:22 see stats
By Horrin Swiftwind the Halfling Archer level 10
5th Mirth 122nd year of Ascendancy at 09:49 see stats
By Horrin Swiftwind the Halfling Archer level 20
78th Dusk 122nd year of Ascendancy at 11:42 see stats
By Horrin Swiftwind the Halfling Archer level 19
54th Dusk 122nd year of Ascendancy at 14:37 see stats
By Horrin Swiftwind the Halfling Archer level 24
77th Regrowth 123rd year of Ascendancy at 20:01 see stats
By Horrin Swiftwind the Halfling Archer level 10
6th Mirth 122nd year of Ascendancy at 04:45 see stats
By Horrin Swiftwind the Halfling Archer level 23
73rd Haze 122nd year of Ascendancy at 06:12 see stats
By Horrin Swiftwind the Halfling Archer level 7
79th Pyre 122nd year of Ascendancy at 18:56 see stats
By Horrin Swiftwind the Halfling Archer level 23
72nd Haze 122nd year of Ascendancy at 12:54 see stats
By Horrin Swiftwind the Halfling Archer level 23
31st Regrowth 123rd year of Ascendancy at 21:48 see stats
By Horrin Swiftwind the Halfling Archer level 16
44th Dusk 122nd year of Ascendancy at 02:23 see stats
Log
Horrin Swiftwind feels pain again.
Talent Steady Shot is ready to use.
Decrepitude Disease from Elven cultist hits Horrin Swiftwind for 34 blight damage.
Horrin Swiftwind shoots!
Horrin Swiftwind uses Called Shots.
Horrin Swiftwind deactivates Concealment.
Elven cultist is no longer pinned.
Thunderstorm hits Horrin Swiftwind for 22 lightning damage.
Elven tempest casts Lightning.
Horrin Swiftwind reacts to damage from Elven tempest, mitigating the blow!.
Horrin Swiftwind's Called Shots performs a ranged critical strike against Elven tempest!
Elven tempest is silenced!
Elven tempest is cut deeply.
Horrin Swiftwind's Called Shots performs a ranged critical strike against Elven tempest!
Elven tempest is disarmed!
Elven tempest vanishes from sight.
Elven tempest deactivates Secrets of the Eternals.
Elven tempest hits Horrin Swiftwind for (36 reacted , -5 stam), 0 lightning (0 total damage).
Horrin Swiftwind's Called Shots hits Elven tempest for 52 physical damage.
Horrin Swiftwind's Called Shots hits Elven tempest for 47 physical damage.
Horrin Swiftwind's Called Shots hits Elven tempest for 119 physical damage.
Decrepitude Disease from Elven cultist hits Horrin Swiftwind for 42 blight damage.
Horrin Swiftwind uses Indomitable.
Horrin Swiftwind is moving freely.
Horrin Swiftwind uses Vital Shot.
Horrin Swiftwind uses Vital Shot.
Thunderstorm hits Horrin Swiftwind for 23 lightning damage.
Horrin Swiftwind the level 25 halfling archer was electrocuted to death by an elven tempest on level 2 of Dark crypt.