











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Mindslayer |
| Level / Exp | 17 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Gloraldatira the red crystal at level 17 on the 17th Dusk 122nd year of Ascendancy at 14:33 / 1 |
Primary Stats
| Strength | 12 (base 11) |
| Dexterity | 12 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 45 (base 40) |
| Cunning | 48 (base 39) |
Resources
| Life | -61/347 |
| Psi | 18/154 |
| Steam | 100/100 |
| Healing Factor | 1.1100003099961 |
| Regeneration | 9.1575025574678 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.0206059048178E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 32.989687335918 |
| See Invisible | 35.989687335918 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 28 |
| Crit Chance | 16% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11.5 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Physical | +4% |
| Cold | +12% |
| All | 0% |
| Darkness | +10% |
| Light | +20% |
| Temporal | +5% |
| Mind | +18% |
| Nature | +5% |
Offense: Damage Penetration
| Mind | +5% |
| Cold | +5% |
| Light | +20% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 9 (35.65183292883%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 30 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 21%( 70%) |
| Cold | + 39%( 70%) |
| All | + 16%( 70%) |
| Lightning | + 31%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Disarm Resistance | 44% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 30% |
Inscriptions (4/4)
| 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 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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 Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 precision. 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...' * You've found the needed warg claw. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed orc heart. | 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 within3 lumberjacks have died. | done |
Equipment
| Psionic focus | Perseverance (31-43 power, 9 apr) 3.0 T3 longsword 1H weapon Reqs Str 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Hit: * splashes acid on your target dealing 22 damage and reducing their armor On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+9 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
| Quiver | Hazecast the quiver of ash arrows (15/15, 23-32 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Random Unique] Master/Psionic Power 23.0 - 32.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +7 Crit +1.5% Capacity 15 Ranged+ +4 cold +15 physical +17 darkness +8 fire Against +9% Living On Crit.r2 +12 fire +4 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 162 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | Daytitan the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +20% light ----- def ----- Resists +6% fire Spell.save +3 (+2 eff.) Max.HP +66.00 Disarm- +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. |
| On head | Hurogund the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +17% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% acid Phys.save +12 (+6 eff.) Mind.save +3 (+2 eff.) Die.at -20.00 life HP.reg +4.00 A pointy cloth hat, very wizardly... |
| On feet | Tempestwilder (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +3 Fatigue +2% Resists +6% blight +6% lightning HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Willowjam (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Resists +12% lightning +6% temporal +10% nature Crit.chn- 5.00% Mind.save +6 (+3 eff.) Stun/Frz- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | Rimepain0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% acid Res.pen +5% nature +5% cold ----- def ----- Resists +22% acid +3% cold ---------- misc Light +3 See.Invis +3 Rings make your fingers look great! |
| Around neck | starseer's copper amulet of the eclipse0.1 T1 amulet jewelry [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Melee+ 6 light 6 darkness Dmg.mod +11% light +5% temporal +10% darkness +4% physical On Melee Ret: * 5% chance to reduce damage dealt by 21% * 5% chance to blind Amulets make your neck look great! |
| In main hand | balanced steel battleaxe of massacre (31-46 power, 2 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * splashes acid on your target dealing 22 damage and reducing their armor While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +34% Massive two-handed battleaxes. |
| On hands | Xilaith the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind Melee Ret 2 acid 8 mind ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Max.psi +10.00 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. |
| Around waist | rough leather belt 'Korihor'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Resists +5% fire +6% darkness +6% cold Mind.save +12 (+5 eff.) Die.at -20.00 life A belt that goes around your waist. |
| Cloak | Zubora (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +3 Wil +2 Cun dps ---------- Spell.pwr +10 (+2 eff.) Melee Ret 2 acid ----- def ----- Defense +1 (+1 eff.) Resists +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | silk robe of frost (+18%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +13% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant of the psychic (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shatter afflictions rune (absorb 24; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 24 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Khelafast the Abyssraider0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +3 Str +1 Mag +1 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +11% blight +12% fire +11% nature Poison- +21% Disease- +23% Amulets make your neck look great! |
copper amulet 'Anyruimas'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +15 (+8 eff.) ----- def ----- Defense +10 (+5 eff.) Phys.save +9 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Masteries +0.13 Steamtech/Physics Amulets make your neck look great! |
copper ring of light (+24%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Rings make your fingers look great! |
copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
savage's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
steel battleaxe of massacre (32-48 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
hateful iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Psionic Power 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 darkness Against +9% Living Massive two-handed swords. |
hateful iron greatsword of dampening (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Disrupt/Psionic Power 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 darkness Against +9% Living While equipped: ----- def ----- Resists +12% acid +12% lightning +12% cold +12% fire +5% all Spell.save +9 (+5 eff.) Massive two-handed swords. |
Shadowbearer the mossy mindstar (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +4 darkness +12 blight On Hit.r1 +16 fire While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 3 mind 5 darkness Dmg.mod +2% mind +3% darkness ---------- misc Mana/s.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +5% mind +8% darkness Res.pen +8% mind +5% darkness ----- def ----- Max.HP +10.00 HP.reg +0.50 ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +2% mind Res.pen +2% mind ----- def ----- Resists +3% mind Dmg.Resnn +6% ---------- misc Psi/ret +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Forestblast the elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold +12% nature +3% light Res.pen +15% nature +5% fire ----- def ----- Resists +9% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamsaw 'Skywild' (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Melee+ +6 cold Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.pwr +20 (+9 eff.) ----- def ----- Armour +19 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel waraxe 'Elowen' (12-17 power, 4 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Arcane/Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +9 blight +7 temporal On Crit.r2 +8 physical On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 7 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Resists +7% temporal Disease- +14% One-handed war axes. |
nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% Resists +6% light +6% darkness ---------- misc Max.enc +24 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Undeathfury the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) Dmg.mod +7% acid +9% physical +5% temporal +5% arcane +7% fire +13% mind +7% cold On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +12% acid +12% physical +13% fire +11% cold +13% mind +9% all Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +22.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of frost (+18%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% cold ----- def ----- Resists +11% all +18% cold Mind.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of protection (2 def, 2 armour)2.0 T1 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +7% all Phys.save +17 (+9 eff.) Mind.save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sundream (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal +1% physical +9% fire Max.HP +20.00 Stun/Frz- +20% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 69.44 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
storm hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +3% lightning ----- def ----- Armour +2 Resists +5% lightning 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. |
Borederach the Fogschism (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +3% darkness Spell.save +6 (+3 eff.) A hat made of leather. Very stylish. |
Quasit's Skull (0 def, 12 armour)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 (+6 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. |
rough leather cap 'Dagedir' (15 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +3 (+2 eff.) Apr +2 ----- def ----- Armour +1 Defense +15 (+8 eff.) Fatigue +1% ---------- misc Stam/turn +2.00 A cap made of leather. |
rough leather cap 'Erelodin' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +1 Cun +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rejuvenating hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +5% physical Phys.save +16 (+8 eff.) HP.reg +2.50 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rough leather armour 'Boltquell' (3 def, 2 armour)9.0 T1 light armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +3% acid +6% temporal +3% darkness +6% mind +3% lightning Mind.save +11 (+5 eff.) A suit of armour made of leather. |
7 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. |
123 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. |
Hettirand (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +20% blight On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Resists +6% acid +6% fire +6% darkness ---------- misc Max.mana +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2026 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2026/2026 A set of 2026 tiny explosive spheres. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 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.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Furnacesteel'0.0 T3 lite [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +13% darkness +6% fire Melee Ret 16 fire ----- def ----- Resists +8% light +21% fire Affinity +5% darkness ---------- misc Light +6 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 59.72 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Bleakfame'2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Phys.pwr +20 (+9 eff.) Res.pen +10% physical Melee Ret 6 darkness 11 fire ----- def ----- Defense +5 (+3 eff.) Resists +5% arcane +6% fire ---------- 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. |
brass lantern 'Flowerpain'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +3 Dex ----- def ----- Resists +3% nature +6% darkness Crit.chn- 5.00% 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
elm totem of healing [power 122] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
3 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. |
6 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. |
3 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Logan the Cornac Mindslayer level 10
3rd Summertide 122nd year of Ascendancy at 10:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Logan the Cornac Mindslayer level 10
1st Mirth 122nd year of Ascendancy at 07:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Logan the Cornac Mindslayer level 10
1st Mirth 122nd year of Ascendancy at 21:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Logan the Cornac Mindslayer level 10
3rd Mirth 122nd year of Ascendancy at 13:20 see stats
Log
The psychic field around Logan crumbles.
Gloraldatira the red crystal hits Logan for (5 resonance), 33 fire (33 total damage).
Gloraldatira the red crystal deactivates Disruption Shield.
Gloraldatira the red crystal's disruption shield collapses and then explodes in a powerful manastorm!
Talent Warding Weapon is ready to use.
Logan is recovering from the damage!
Gloraldatira the red crystal's arcane area effect hits Logan for 99 arcane damage.
Burning from Gloraldatira the red crystal hits Logan for 19 fire damage.
Arcane Vortex from Gloraldatira the red crystal hits Logan for 19 arcane damage.
Logan's Beyond the Flesh hits Gloraldatira the red crystal for (52 absorbed), (52 mana), 0 physical, (11 absorbed), (11 mana), 0 arcane, (6 absorbed), (6 mana), 0 darkness, (6 absorbed), (6 mana), 0 light, (8 absorbed), (8 mana), 0 physical, (10 absorbed), (10 mana), 0 lightning, (464 absorbed), (464 mana), 0 acid (0 total damage).
Gloraldatira the red crystal is not stunned anymore.
Logan uses Warding Weapon.
Logan uses Realign.
Logan stops burning.
Logan is cured!
Logan receives 152 healing.
Gloraldatira the red crystal's arcane area effect hits Logan for 213 arcane damage.
Logan is no longer frenzied.
Arcane Vortex from Gloraldatira the red crystal hits Logan for 41 arcane damage.
Logan's Beyond the Flesh hits Gloraldatira the red crystal for 56 physical, 11 arcane, 6 darkness, 6 light, 8 physical, 10 lightning, 24 acid (120 total damage).
Gloraldatira the red crystal casts Flame Bolt.
Logan is on fire!
Gloraldatira the red crystal's Flame Bolt hits Logan for 59 fire damage.
Logan uses Infusion: Healing.
Logan receives 158 healing from Infusion: Healing.
Logan performs a telekinetically enhanced leap!
Gloraldatira the red crystal's arcane area effect hits Logan for 213 arcane damage.
Logan the level 17 cornac mindslayer was imploded to death by Gloraldatira the red crystal on level 1 of Scintillating Caves.









































































































