










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Verbose Crystal Resonance 1.7.0Improves the description of the Crystal Resonance effect triggered by Mindslayers' Matter is Energy talent, adding a description of the actual effects conferred based on the consumed gem. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Curse Levels 1.7.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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 Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 15 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 15 on the 14th Dusk 122nd year of Ascendancy at 06:58 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 13 (base 11) |
| Magic | 54 (base 41) |
| Willpower | 39 (base 31) |
| Cunning | 21 (base 11) |
Resources
| Life | -71/212 |
| Mana | 72/343 |
| Vim | 136/156 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 9 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Physical | +5% |
| Cold | +17% |
| All | 0% |
| Darkness | +8% |
| Temporal | +8% |
| Lightning | +30% |
| Fire | +5% |
| Nature | +11% |
Offense: Damage Penetration
| Blight | +5% |
| Darkness | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 37 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 54%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 12% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your 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 45 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed giant spider spinneret. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | 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 | Stormclash (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Res.pen +5% blight Melee Ret 6 lightning ----- def ----- Armour +1 Resists +3% blight +6% darkness +3% lightning Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Ragoregothel the Rainfame2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex +2 Mag +1 Wil +1 Cun ----- def ----- Resists +9% cold ---------- 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. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 37.73 to 113.19 lightning damage (75.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 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. |
| On fingers | titan's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +5% blight Poison- +12% Disease- +10% Rings make your fingers look great! |
| Around waist | Hanivor1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Against +16% Summoned Melee Ret 6 mind ----- def ----- D.Red.from +19% Summoned ---------- misc Equi/ret +0.04 Max.hate +2.00 A belt that goes around your waist. |
| In main hand | surging yew magestaff of warding (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) S.pwr/crit +4 Dmg.mod +20% lightning ----- def ----- Armour +5 Defense +6 (+5 eff.) ---------- misc Wards +2 lightning Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | dispeller's woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +7% acid +5% physical +5% fire +7% cold ----- def ----- Resists +7% lightning +7% darkness +18% fire +9% all +11% acid +11% physical +7% blight +19% cold +6% light Phys.save +12 (+6 eff.) Spell.save +22 (+8 eff.) Mind.save +11 (+5 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | thick linen cloak of Eldoral (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
Inventory
shielding rune of the warrior (absorb 115; 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 115 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. |
starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +12% darkness Blind- +22% Amulets make your neck look great! |
mule's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Fatigue -4% Resists +24% light ---------- misc Max.enc +21 Rings make your fingers look great! |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 104.37 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+15 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Zubugama the ash vilestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane +15% lightning Res.pen +20% arcane ----- def ----- Armour +4 Defense +5 (+4 eff.) Resists +5% darkness +5% temporal Def/telep +7 Res/telep +8% Dur/telep +6% ---------- misc Mana/turn +0.15 Max.mana +32.00 Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of power (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +2 Hardiness +3% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of warding (21-25 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 21.0 - 25.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+3 eff.) Dmg.mod +21% darkness ----- def ----- Armour +5 Defense +4 (+4 eff.) ---------- misc Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon Reqs Dex 15 [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+7 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 22.24 to 66.73 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+8 eff.) Resists +25% nature +13% all Phys.save +15 (+7 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
mindwoven silk robe of the mountain (+15%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +15% physical ----- def ----- Resists +13% all +15% physical Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Spell.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Swampsaw' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.crit +1.0% Res.pen +5% nature ----- def ----- Armour +1 Resists +3% blight +3% fire +2% physical HP.reg +1.00 Heal.mod +12% A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
rough leather gloves 'Snowravager' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid +15% cold Res.pen +5% cold ----- def ----- Armour +1 Resists +9% acid +3% lightning HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +12.00 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. |
bladed rough leather cap of knowledge (0 def, 1 armour)2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 17.2 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% acid A pointy cloth hat, very wizardly... |
linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A cap made of leather. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training Str 16 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+6 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
2 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. |
5 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. |
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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+4 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 97.84 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 97.84 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
It Which Writhes0.0 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. |
Glorann the steel torque of mindblast [power 180] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% physical Acc +15 (+12 eff.) Apr +1 Melee Ret 2 blight Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
3 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. |
Maniregohad the Flashsun [power 122] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 10% chance to reduce armor by 32% * 20% chance to slow global speed by 46% * 10 arcane resource burn Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 122] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
5 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. |
2 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Thunderboi the Cornac Archmage level 10
1st Summertide 122nd year of Ascendancy at 11:38 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Thunderboi the Cornac Archmage level 6
2nd Mirth 122nd year of Ascendancy at 13:39 see stats
Log
Thunderboi teleports some damage to Horned Horror!
Horned Horror hits Horned Horror for 118 teleported, 17 teleported, 30 teleported, 17 teleported, 71 teleported (253 total damage).
Horned Horror hits Thunderboi for (118 teleported), 0 physical, (17 teleported), 0 lightning, (30 teleported), 0 lightning, (120 to time), 0 physical, (17 teleported), 0 lightning, (71 teleported), (42 to time), 0 physical, (17 to time), 0 lightning (0 total damage).
Melee retaliation hits Horned Horror for (3 flat reduction), 0 lightning, (3 flat reduction), 0 mind, (3 flat reduction), 0 lightning, (1 flat reduction), 0 mind, (3 flat reduction), 0 lightning, (3 flat reduction), 0 mind (0 total damage).
Curse of Death from Thunderboi hits Horned Horror for (9 flat reduction), 0 darkness (0 total damage).
Thunderboi shrugs off Horned Horror's 'Dazed'!
Thunderboi is not stunned anymore.
Thunderboi has recovered!
Thunderstorm hits Horned Horror for (5 flat reduction), 0 lightning (0 total damage).
Thunderboi hits Horned Horror for (15 flat reduction), 0 lightning (0 total damage).
Curse of Death from Thunderboi hits Horned Horror for (17 flat reduction), 0 darkness (0 total damage).
Thunderboi's spell attains critical power!
Thunderboi is surging arcane power.
Talent Lightning is ready to use.
Talent Chain Lightning is ready to use.
Thunderstorm hits Horned Horror for (21 flat reduction), 2 lightning (2 total damage).
Thunderboi hits Horned Horror for (15 flat reduction), 0 lightning (0 total damage).
Horned Horror throws two quick punches.
Your time shield crumbles under the damage!
The fabric of time around Thunderboi stabilizes to normal.
The powerful time-altering energies generate a restoration field on Thunderboi.
Horned Horror casts Chain Lightning.
Horned Horror hits Thunderboi for (18 to time), 70 physical, 17 lightning, 86 lightning, 110 physical (283 total damage).
Melee retaliation hits Horned Horror for (6 flat reduction), 0 lightning, (5 flat reduction), 0 mind, (6 flat reduction), 0 lightning, (5 flat reduction), 0 mind (0 total damage).
Curse of Death from Thunderboi hits Horned Horror for (17 flat reduction), 0 darkness (0 total damage).
Thunderboi the level 15 cornac archmage was skewered to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
The furious lightning storm around Thunderboi calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.




























































































