










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. 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.] Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Forbidden Cults 1.6.7Official 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 | Shalore |
| Class | Anorithil |
| Level / Exp | 28 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Layetta the lesser vampire at level 28 on the 11st Regrowth 123rd year of Ascendancy at 03:36 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 52 (base 46) |
| Magic | 82 (base 55) |
| Willpower | 26 (base 10) |
| Cunning | 44 (base 25) |
Resources
| Life | -92/806 |
| Positive | 38/96 |
| Negative | 60/96 |
| Steam | 100/100 |
| Healing Factor | 0.46378378378378 |
| Regeneration | 2.8986486486486 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -32.236842105263% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 20 |
| Crit Chance | 27% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 73% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +21% |
| Arcane | +21% |
| Cold | +11% |
| Physical | +30% |
| Lightning | +6% |
| Light | +76% |
| Temporal | +30% |
| Darkness | +42% |
| Mind | +3% |
| Fire | +23% |
| Nature | +23% |
Offense: Damage Penetration
| Mind | +5% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 2 |
| Physical Save | 31 |
| Spell Save | 36 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Nature | + 47%( 70%) |
| Temporal | + 24%( 70%) |
| Cold | + 42%( 70%) |
| Lightning | + 31%( 70%) |
| Fire | + 30%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 97% |
| Confusion Resistance | 46% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 46% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.3 Rune: ShieldingUse 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 create a protective shield absorbing at most 207 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 97 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: 1.3 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Celestial / Star fury | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Eclipse | 1.60 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Celestial / Glyphs | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.60 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Light | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Glyphs |
| talent | Corona |
| talent | Hymn of Perseverance |
| detrimental effect | Affected by toxic chemicals. Has 8% talent failure, 82% reduced healing, and takes 151.85 additional acid damage from melee and ranged attacks. Miasma |
| beneficial effect | Light damage has been increased by 34% to +76%. Sunburst |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target's spellpower has been increased by 63. Spellsurge |
| detrimental effect | Victim is tormented with impending death. When it dies, it will restore to the source (Xerura the skeleton mage) up to 4 times the normal amount of Vim. Bleak Outcome |
| detrimental effect | Movement speed is reduced by 45%. Slow movement |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara) | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' * You've found the needed hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 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 | The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | alchemist's lamp 'Shimmersquall'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Dex / +1 Wil / +3 Cun / +6 Con Changes damage: +6% lightning Maximum life: +54.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emelemida (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% cold Changes damage: +3% mind / +11% cold Critical mult.: +20.00% Hate when firing a critical mind attack: +4.00 Mental crit. chance: +8% A pointy cloth hat, very wizardly... |
| Tool | Elenyharakath the iron pickaxe (dig speed 36 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Changes stats: +2 Str / +6 Mag Changes resistances penetration: +5% mind Changes damage: +6% arcane Maximum mana: +22.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Velivea'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +9 Defense: +7 (+6 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +24% nature Changes damage: +12% nature Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Spell crit. chance: +2% Mindpower: +9 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 153% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | steel ring 'Poryldamira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 blight Changes resistances: +13% acid / +13% fire / +15% lightning / +12% cold Critical mult.: +10.00% Stun/Freeze immunity: +51% Life regen: +6.00 Damage Shield penetration: +30% Rings can have magical properties. |
| Around waist | DaimyromirachInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Critical mult.: +15.00% Reduces incoming crit damage: 5.00% Maximum life: +32.00 Maximum hate: +6.00 A belt that goes around your waist. |
| In main hand | Lisera the Brightream (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 27 fire Changes stats: +2 Cun / +3 Wil Changes damage: +30% physical / +30% darkness / +3% fire / +30% temporal / +30% light Talent granted: +1 Command Staff Critical mult.: +51.00% Spellpower on spell critical (stacks up to 3 times): +7 Maximum psi: +10.00 Spellpower: +32 (+6 eff.) Spell crit. chance: +5% Mindpower: +5 (+3 eff.) See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+3 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | linen cloak 'Fulidil' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 34 Damage when hit (Melee): 2 blight Changes resistances: +6% temporal Changes damage: +12% blight Critical mult.: +20.00% Physical save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.16 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Filthraider'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Damage when hit (Melee): 2 acid Changes stats: +3 Mag Changes resistances penetration: +25% acid Changes damage: +9% blight / +8% fire / +6% nature Critical mult.: +14.00% Physical save: +14 (+7 eff.) Spell save: +15 (+6 eff.) Mental save: +12 (+4 eff.) Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +35.00 Spellpower: +8 (+1 eff.) Amulets can have magical properties. |
Inventory
movement infusion of the wizard (speed 646%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 646% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to 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 warrior (range 3; phase 14; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 102; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 102 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.gold amulet 'Salareth' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances penetration: +25% blight Changes damage: +7% blight / +10% fire / +6% arcane Critical mult.: +13.00% Mana each turn: +0.16 Vim when firing critical spell: +2.00 Spellpower: +8 (+1 eff.) Amulets can have magical properties. |
steel ring 'Velutira'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +9 (+3 eff.) Blindness immunity: +21% Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Spellpower: +6 (+1 eff.) Mindpower: +5 (+3 eff.) Infravision radius: +3 See stealth: +9 See invisible: +9 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Beteramira (23-32.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 45% Damage (Melee): +12 blight / +12 arcane / +14 cold Damage (radius 1) on hit: +20 arcane When wielded/worn: Changes resistances penetration: +15% acid Changes damage: +6% blight / +3% arcane Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.vined mindstar 'Chalelin' (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 34 When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes damage: +6% arcane Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Maximum vim: +40.00 Spell crit. chance: +3% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Damage Shield penetration: +20% 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. |
Turedur (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 34 Changes stats: +5 Mag / +5 Cun / +5 Con Changes resistances: +9% blight Changes damage: +15% temporal / +15% light / +3% blight / +15% physical / +15% darkness Talent granted: +1 Command Staff Critical mult.: +17.00% N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +32.00 Maximum neg.energy: +32.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Murkquake the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +12% darkness Changes resistances penetration: +20% light Critical mult.: +15.00% Life regen: +3.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Blackpunish' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +3% fire Changes resistances penetration: +10% darkness / +10% lightning Changes damage: +3% lightning / +15% darkness Maximum encumbrance: +26 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Korutolen the Flashspiker (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+5 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +2 Cun / +3 Con Changes resistances: +6% lightning Changes resistances penetration: +5% arcane Changes damage: +9% lightning Critical mult.: +20.00% Maximum psi: +50.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing linen wizard hat of darkness (+16%) (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +16% darkness Changes damage: +11% darkness Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.steel mail armour 'Amyrath' (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +20 (+10 eff.) Physical crit. chance: +4.0% Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +6 Cun / +7 Wil Physical save: +9 (+4 eff.) Mental save: +13 (+4 eff.) Maximum mana: +80.00 Spellpower: +25 (+5 eff.) A suit of armour made of mail. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
633 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe 'Venomlash' (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+4 eff.) Damage when hit (Melee): 4 nature Changes stats: +1 Str / +2 Dex / +1 Cun Changes resistances: +6% nature Changes resistances penetration: +20% temporal Changes damage: +3% temporal Mental crit. chance: +1% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ElomaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% fire Changes resistances penetration: +10% mind Changes damage: +6% mind Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Only die when reaching: -80.00 life Light radius: +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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
supercharged elm wand of conjuration [power 120] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 120 lightning damage Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By ANnno the Shalore Anorithil level 19
50th Dusk 122nd year of Ascendancy at 10:11 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ANnno the Shalore Anorithil level 14
2nd Dusk 122nd year of Ascendancy at 05:52 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By ANnno the Shalore Anorithil level 22
66th Dusk 122nd year of Ascendancy at 13:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ANnno the Shalore Anorithil level 10
6th Mirth 122nd year of Ascendancy at 04:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ANnno the Shalore Anorithil level 20
51st Dusk 122nd year of Ascendancy at 13:31 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By ANnno the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 22:26 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By ANnno the Shalore Anorithil level 27
67th Haze 122nd year of Ascendancy at 12:21 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By ANnno the Shalore Anorithil level 22
61st Dusk 122nd year of Ascendancy at 13:44 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By ANnno the Shalore Anorithil level 14
15th Dusk 122nd year of Ascendancy at 13:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ANnno the Shalore Anorithil level 9
5th Mirth 122nd year of Ascendancy at 01:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By ANnno the Shalore Anorithil level 18
46th Dusk 122nd year of Ascendancy at 02:12 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ANnno the Shalore Anorithil level 21
58th Dusk 122nd year of Ascendancy at 20:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ANnno the Shalore Anorithil level 14
2nd Dusk 122nd year of Ascendancy at 08:02 see stats
Log
Layetta the lesser vampire leeches life from ANnno!
Layetta the lesser vampire hits ANnno for 53 light, 53 darkness, 25 acid (131 total damage).
ANnno's Corona hits Steamgun turret for 110 light damage.
Shrouded in Darklight from ANnno hits Layetta the lesser vampire for 237 light, 137 darkness (374 total damage).
Shrouded in Darklight from ANnno hits Xerura the skeleton mage for (83 blocked), 0 light, (69 blocked), 0 darkness (0 total damage).
ANnno's Corona hits Steamgun turret for 95 darkness damage.
ANnno's Corona hits Steamgun turret for 84 darkness damage.
ANnno's Corona hits Steamgun turret for 103 light damage.
ANnno's Corona hits Xerura the skeleton mage for (74 blocked), 0 darkness (0 total damage).
ANnno's Corona hits Steamgun turret for 95 darkness damage.
ANnno's Corona hits Steamgun turret for 110 light damage.
ANnno's Corona hits Xerura the skeleton mage for (90 blocked), 4 light (4 total damage).
Layetta the lesser vampire receives 5 healing from Miasma from Layetta the lesser vampire.
ANnno's Corona hits Xerura the skeleton mage for (84 blocked), 0 darkness (0 total damage).
Steamgun turret's Steamgun Turret hits ANnno for (207 absorbed), 159 physical (159 total damage).
Xerura the skeleton mage activates Rain of Fire.
Layetta the lesser vampire's Shoot performs a ranged critical strike against ANnno!
Layetta the lesser vampire shoots!
Layetta the lesser vampire leeches life from ANnno!
Layetta the lesser vampire's Shoot hits ANnno for 125 light, 125 darkness, 68 physical, 6 light, 6 darkness, 2 cold (332 total damage).
Layetta the lesser vampire receives 12 healing from ANnno.
Xerura the skeleton mage's fire area effect hits ANnno for 15 light, 15 darkness, 8 fire (38 total damage).
Layetta the lesser vampire's Shoot hits ANnno for 88 light damage.
ANnno the level 28 shalore anorithil was seared to death by Layetta the lesser vampire on level 2 of Dreadfell.
ANnno deactivates Corona.
ANnno deactivates Glyphs.
ANnno deactivates Hymn of Perseverance.
A shield forms around ANnno.
ANnno is no longer surging arcane power.
ANnno deactivates Chant of Fortitude.






































































































