










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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! 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:
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 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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 24 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Adanor the venom drake hatchling at level 17 on the 14th Haze 122nd year of Ascendancy at 11:03 / 2Killed by Xanywe the cave bear at level 24 on the 9th Regrowth 123rd year of Ascendancy at 18:17 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 76 (base 54) |
| Willpower | 56 (base 46) |
| Cunning | 11 (base 11) |
Resources
| Life | -50/443 |
| Mana | 296/551 |
| Healing Factor | 1.2045771506545 |
| Regeneration | 2.7102985889726 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 6 |
| Crit Chance | 3% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +7% |
| Acid | +12% |
| Light | +6% |
| Temporal | +3% |
| Darkness | +9% |
| Arcane | +13% |
| Fire | +26% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 46 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 44%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 22%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 13%( 70%) |
| Mind | + 15%( 70%) |
| Darkness | + 19%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1056% for 10 turns (53 total) and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic 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 483% 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
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 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 explored the expanse and closed all three wormholes. | 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. * 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 avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * '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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. 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 bloated horror heart. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed vial of greater demon bile. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed wretchling eyeball. * You've found the needed honey tree root. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cobrabrawn the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 6 acid ----- def ----- Armour +1 Resists +3% acid +5% fire +3% nature +6% cold A pair of boots made of leather. |
| Light source | Cyrasevena1.0 T3 lite [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ----- def ----- Resists +10% blight +10% darkness Max.HP +100.00 Heal.mod +15% ---------- misc Light +4 Infravis +8 See.Invis +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 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 16 blight damage or heals 24 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. |
| On head | Blastobsidian (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Nature While equipped: Stats +4 Mag +6 Con dps ---------- Dmg.mod +3% temporal +6% light +3% physical +12% fire +10% arcane +9% darkness Res.pen +5% lightning ----- def ----- Defense +2 (+2 eff.) Resists +24% lightning +18% fire Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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 | copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
| On fingers | conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +8 (+3 eff.) Rings make your fingers look great! |
| Around waist | Searpall1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% fire Melee Ret 4 fire ----- def ----- Resists +3% lightning +6% temporal +6% mind Max.HP +32.00 A belt that goes around your waist. |
| In main hand | Penitence (111% power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | sand rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 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 | linen robe 'Glimmerrot' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Crit.mult +5.00% Spell.pwr +8 (+3 eff.) Dmg.mod +3% arcane ----- def ----- Resists +6% light +7% all Spell.save +16 (+5 eff.) ---------- misc Max.mana +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Layybretta (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% darkness +3% fire +10% cold +3% mind +5% arcane Phys.save +9 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
healing infusion of the warrior (heal 76; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; magical; dur 3; cd 10)0.1 infusion scroll [Normal] 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 magical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 6; phase 18; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Unranarirab the Galebright0.1 T5 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Wil +4 Con dps ---------- Phys.pwr +7 (+7 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +14 (+6 eff.) Dmg.mod +9% lightning +5% all ---------- misc See.Invis +18 Rings make your fingers look great! |
Radhysus the Tundrajeer (170% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +8 cold On Hit.r1 +20 acid On Hit: * 20% chance to reduce armor by 37% While equipped: dps ---------- Acc +14 (+13 eff.) Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +16 (+13 eff.) Disarm- +50% Massive two-handed battleaxes. |
inquisitor's dwarven-steel greatsword (146% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Disrupt Power 146% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Deals 59 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
elven-wood longbow 'Sewerumbra'4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +8 Str +5 Dex +2 Cun dps ---------- Phys.pwr +14 (+12 eff.) Res.pen +20% nature ----- def ----- Resists +12% lightning +12% cold Longbows are used to shoot arrows at your foes. |
yew longbow of piercing4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +11% all Acc +8 (+8 eff.) Apr +8 Longbows are used to shoot arrows at your foes. |
Ce'Nalerin (148% power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Rare] Master Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +3 Wil +4 Cun +5 Con dps ---------- Dmg.mod +6% acid Acc +7 (+7 eff.) ----- def ----- Defense +9 (+9 eff.) Disarm- +26% Blunt and deadly. |
Emelilaith (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +12% Mind.pwr +10 (+5 eff.) ----- def ----- Resists +15% acid Mind.save +6 (+3 eff.) Max.HP +100.00 Pinning- +20% Stun/Frz- +20% ---------- misc Hate/m.crit +3.00 Psi/m.crit +1.00 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. |
thorny mindstar (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc 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. |
drakeskin leather sling 'Emelurin'4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +5.0% Dmg.mod +12% mind Acc +10 (+10 eff.) Melee Ret 6 mind ----- def ----- Resists +15% acid Slings are used to hurl stones or metal shots at your foes. |
Umbraslice the dragonbone magestaff (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Rare] Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +5 Wil +2 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% arcane Melee Ret 4 mind 6 darkness ----- def ----- Defense +10 (+10 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 133.37 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash magestaff of channeling (111% power, 3 apr, cold element)5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +5 (+5 eff.) Spell.pwr +24 (+7 eff.) Dmg.mod +15% cold Acc +6 (+6 eff.) ---------- misc Mana/turn +0.14 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff (100% power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ---------- misc Mana/turn +0.10 Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's yew starstaff of fate (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ----- def ----- Resists +7% darkness +7% temporal Phys.save +7 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +6 (+3 eff.) Def/telep +11 Res/telep +5% Dur/telep +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cashmere cloak 'Sunoath' (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +15% fire ----- def ----- Armour +8 Defense +2 (+2 eff.) Resists +30% acid +9% fire +18% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe of the mountain (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +14% physical ----- def ----- Resists +10% darkness +14% physical +12% mind +9% all Phys.save +12 (+7 eff.) Spell.save +12 (+4 eff.) Mind.save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +17% nature ----- def ----- Resists +13% all Poison- +20% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyrutta the Mirewrest (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +6% lightning +18% nature Res.pen +10% darkness Melee Ret 10 darkness ----- def ----- Armour +5 Fatigue +4% Resists +15% lightning Phys.save +8 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +9 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Firesun the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +6% mind Res.pen +25% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +5 Resists +12% fire ---------- misc Stam/turn +0.70 Max.stam +21.00 Light +2 A pair of boots made of leather. |
radiant iron mail armour of cold resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +13% blight +16% cold +12% darkness ---------- misc Light +2 A suit of armour made of mail. |
Corpsequick the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Rare] Disrupt While equipped: dps ---------- Mind.pwr +25 (+10 eff.) Dmg.mod +6% nature +9% mind On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Armour +8 Defense +20 (+15 eff.) Fatigue +8% Resists +15% blight +6% temporal +12% nature +9% darkness A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+12 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Max.HP +23.00 A suit of armour made of leather. |
reinforced leather armour 'Murkresolve' (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +7 Defense +12 (+11 eff.) Fatigue +8% Resists +18% nature +9% cold Spell.save +9 (+3 eff.) Mind.save +10 (+5 eff.) A suit of armour made of leather. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
quiver of dragonbone arrows 'Aeramarin' (22/22, 192% power, 23 apr)3.0 T5 arrow ammo Reqs Dex 48 [Rare] Master Power 192% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +18.0% Capacity 22 Proj.spd +200% On Crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 30.54 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
alchemist's lamp 'Koridas'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Mind.crit +6% Crit.mult +15.00% Spell.pwr +20 (+6 eff.) ----- def ----- Spell.save +9 (+3 eff.) Max.HP +46.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Hurekalthoblek'2.0 T1 lite [Rare] Master While equipped: Stats +1 Con dps ---------- Res.pen +10% acid ----- def ----- Resists +6% blight +5% arcane +15% light +3% darkness ---------- 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. |
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. |
dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
2 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. |
Achievements
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By DeadMage434 the Cornac Archmage level 24
8th Regrowth 123rd year of Ascendancy at 13:50 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By DeadMage434 the Cornac Archmage level 17
78th Dusk 122nd year of Ascendancy at 23:36 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By DeadMage434 the Cornac Archmage level 21
58th Haze 122nd year of Ascendancy at 11:50 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By DeadMage434 the Cornac Archmage level 10
2nd Mirth 122nd year of Ascendancy at 22:28 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By DeadMage434 the Cornac Archmage level 20
34th Haze 122nd year of Ascendancy at 10:13 see stats
Orbituary (Nightmare (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By DeadMage434 the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 10:39 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By DeadMage434 the Cornac Archmage level 12
6th Mirth 122nd year of Ascendancy at 18:03 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By DeadMage434 the Cornac Archmage level 23
7th Regrowth 123rd year of Ascendancy at 13:10 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By DeadMage434 the Cornac Archmage level 17
18th Haze 122nd year of Ascendancy at 05:36 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By DeadMage434 the Cornac Archmage level 17
14th Haze 122nd year of Ascendancy at 11:04 see stats
Log
Rested for 17 turns (stop reason: all resources and life at maximum).
DeadMage434 picks up (g.): elven-wood longbow 'Sewerumbra'.
Prox's Lucky Halfling Foot twitches, alerting DeadMage434 that a hidden trap is nearby.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
DeadMage434 slides on a rock!
Ran for 1 turns (stop reason: detrimental status effect).
DeadMage434 is stunned!
Xanywe the cave bear uses Heartseeker.
Xanywe the cave bear performs a melee critical strike against DeadMage434!
DeadMage434 casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
DeadMage434 is poisoned!
Xanywe the cave bear performs a melee critical strike against DeadMage434!
DeadMage434 is crippled.
Melee retaliation hits Xanywe the cave bear for 3 acid, 2 fire, 3 acid, 2 fire (10 total damage).
Phantasmal Shield hits Xanywe the cave bear for 92 light damage.
Xanywe the cave bear hits DeadMage434 for 267 physical, 2 mind, 91 physical (360 total damage).
DeadMage434 HEALS from nature damage!
Deadly Poison from Xanywe the cave bear hits DeadMage434 for 9 nature, 3 healing (9 total damage) [3 healing].
Xanywe the cave bear uses Flurry.
DeadMage434's is vulnerable to attacks and effects!
Xanywe the cave bear performs a melee critical strike against DeadMage434!
Poison bursts out of DeadMage434's corpse!
Xanywe the cave bear performs a melee critical strike against DeadMage434!
Xanywe the cave bear hits DeadMage434 for (94 ignored), 0 physical, 2 mind, 25 physical, 150 physical (177 total damage).
Melee retaliation hits Xanywe the cave bear for 3 acid, 2 fire, 3 acid, 2 fire, 3 acid, 2 fire, 3 acid, 2 fire, 3 acid, 2 fire, 3 acid, 2 fire (25 total damage).
DeadMage434 the level 24 cornac archmage was hacked apart to death by Xanywe the cave bear on level 3 of Bearscape.





























































































