










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!Ashes of Urh'Rok 1.7.4Official Expansion!Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 13 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Neranor the black bear at level 13 on the 12nd Dusk 122nd year of Ascendancy at 03:17 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 50 (base 39) |
| Willpower | 51 (base 28) |
| Cunning | 17 (base 11) |
Resources
| Life | -105/222 |
| Mana | 107/492 |
| Healing Factor | 1.2260311219418 |
| Regeneration | 3.3715855853398 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 19.500146650446 |
| See Invisible | 25.500146650446 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 25 |
| Crit Chance | 12% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +27% |
| Light | +9% |
| Darkness | +17% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 11 |
| Physical Save | 9 |
| Spell Save | 30 |
| Mental Save | 34 |
Defense: Resistances
| Darkness | + 32%( 70%) |
| Light | + 14%( 70%) |
| Nature | + 3%( 70%) |
| Mind | + 6%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 0% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
| 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 50 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. |
| 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 (44 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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. | 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 explored the expanse and closed all three wormholes. | done |
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 within | active |
Equipment
| On feet | blood-soaked pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+3 eff.) Apr +3 ----- def ----- Armour +1 A pair of boots made of leather. |
| On hands | restful rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | iron helm 'Tempesthacker' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +3% cold +6% darkness Res.pen +15% lightning Melee Ret 2 lightning ----- def ----- Armour +3 Fatigue +5% Resists +3% cold +11% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | extending iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | Icedream the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness +6% mind Mind.save +9 (+4 eff.) Heal.mod +5% Blind- +10% Rings make your fingers look great! |
| Around waist | rough leather belt 'Zerebar'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +5 Wil dps ---------- Acc +5 (+3 eff.) ----- def ----- Die.at -20.00 life Max.HP +35.00 A belt that goes around your waist. |
| Main armor | Silomira the Dayhue (3 def, 2 armour)9.0 T1 light armor [Rare] Psionic While equipped: Stats +2 Dex +3 Mag +7 Wil +4 Cun dps ---------- Dmg.mod +9% light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Mind.save +10 (+5 eff.) ---------- misc See.Invis +3 A suit of armour made of leather. |
| In main hand | Arilaith the Sunqueller (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Nature/Master 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: Stats +4 Con dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +11 (+4 eff.) Dmg.mod +15% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +5 (+4 eff.) Resists +3% nature +3% light HP.reg +0.50 Heal.mod +13% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 6 that illuminates the area and deals 82.68 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. |
| Cloak | Islatira (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Dex +2 Mag +5 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +43.00 Light +3 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Guth the brass lantern1.0 T1 lite [Rare] Arcane While equipped: Stats +3 Dex +4 Mag +1 Cun +1 Con dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Crit.dmg- 15.00% ---------- misc Mana/turn +0.04 Max.mana +60.00 Light +5 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. |
Inventory
regeneration infusion (heal 79; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 79 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, light, arcane, cold, mind, darkness)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 4 light, 4 arcane, 3 cold, 3 mind, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 5; phase 16; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
shatter afflictions rune (absorb 21; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 21 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
enhanced iron greatsword of dampening (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Nature/Disrupt Power 14.0 - 22.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con ----- def ----- Resists +12% acid +12% lightning +12% cold +12% fire +5% all Spell.save +7 (+4 eff.) Massive two-handed swords. |
flaming steel longsword (18-24 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. |
elm vilestaff (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming steel waraxe (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
thought-forged steel waraxe of phasing (13-18 power, 10 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +11% Melee+ +5 mind On Hit: * 14% chance to reduce all saves and defense by 21 While equipped: Stats +2 Cun +1 Wil One-handed war axes. |
Erelyyon the Arcreign1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +9% acid Res.pen +5% lightning Against +20% Summoned ----- def ----- Resists +3% mind D.Red.from +16% Summoned A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+6 eff.) Resists +30% nature +11% all Phys.save +10 (+10 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
timebroken woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +11% arcane +6% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sparkpall the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Res.pen +20% lightning ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Psi/ret +0.08 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xoth the Demonworth (5 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +1 Defense +5 (+4 eff.) Fatigue +1% Resists +6% darkness Phys.save +11 (+11 eff.) A cap made of leather. |
rough leather cap 'Velivena' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Mag +2 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 5.00% Spell.save +9 (+5 eff.) Blind- +20% Cut- +10% A cap made of leather. |
impenetrable iron mail armour of clarity (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Master/Psionic While equipped: ----- def ----- Armour +9 Defense +2 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +11 (+5 eff.) A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +14% blight +13% darkness ---------- misc Light +1 A suit of armour made of mail. |
Silynne the Infernocast (0 def, 4 armour, 39.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Random Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Melee+ 6 fire Dmg.mod +3% mind Res.pen +20% mind On shield block: * Deals 106 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 1 fire ----- def ----- Armour +4 Fatigue +8% Resists +12% blight +12% cold +11% nature ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield of cold resistance (+16%) (0 def, 4 armour, 39.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+4 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. |
Bethuda the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Dmg.mod +6% nature Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +6% lightning +1% physical +11% nature ---------- misc Stam/turn +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Arthymachik' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun +2 Mag dps ---------- Res.pen +10% blight Acc +3 (+2 eff.) ---------- misc Max.mana +20.00 Max.vim +20.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
Elyra the Dayvengeance2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% light ----- def ----- Armour +6 Resists +3% cold Mind.save +6 (+3 eff.) Max.HP +80.00 Heal.mod +5% Cut- +20% ---------- misc Light +3 See.Stealth +8 See.Invis +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. |
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 28.38 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of summon tentacle 'Brenelach' [power 105] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Armour +6 Spell.save +3 (+2 eff.) Die.at -20.00 life Disease- +10% Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 230 Base Damage: 106 Armor: 1 All Resist: 0 Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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 (Insane (Roguelike) difficulty)
Got a character to level 10.By sh_am the Shalore Archmage level 10
6th Mirth 122nd year of Ascendancy at 23:24 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By sh_am the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By sh_am the Shalore Archmage level 10
1st Summertide 122nd year of Ascendancy at 00:18 see stats
Log
Sh_am has a cursed wound!
Neranor the black bear hits sh_am for 136 physical, 21 nature, 18 physical (174 total damage).
Melee retaliation hits Neranor the black bear for 1 lightning damage.
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Sh_am casts Arcane Reconstruction.
Melee retaliation hits Neranor the black bear for 1 lightning damage.
sh_am receives 167 healing.
Sh_am's arcane area effect hits Neranor the black bear for 20 arcane damage.
Sh_am's arcane area effect hits Large white snake for 56 arcane damage.
Neranor the black bear's Beyond the Flesh hits sh_am for 72 physical, 18 physical (89 total damage).
The fabric of time around sh_am returns to normal.
Talent Phase Door is ready to use.
sh_am hits sh_am for 38 physical damage.
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Sh_am picks up (k.): rough leather belt.
Neranor the black bear deactivates Forcefield.
Large white snake hits sh_am for 20 physical damage.
Melee retaliation hits Large white snake for 2 lightning damage.
Sh_am's arcane area effect hits Neranor the black bear for 44 arcane damage.
Sh_am's arcane area effect hits Large white snake for 56 arcane damage.
Sh_am's arcane area effect killed Large white snake!
sh_am hits sh_am for 38 physical damage.
Neranor the black bear uses Telekinetic Smash.
sh_am is no longer being stalked by Neranor the black bear.
Sh_am is stunned!
Neranor the black bear hits sh_am for 101 physical damage.
Melee retaliation hits Neranor the black bear for 2 lightning, 2 lightning (4 total damage).
sh_am the level 13 shalore archmage was ground to death by Neranor the black bear on level 3 of Norgos Lair.





























































































