
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/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.] 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:
(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Select your Escorts 1.6.0Allows 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. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.6.0This 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 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:
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 | Ghoul |
| Class | Archmage |
| Level / Exp | 20 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by Isenne the sandworm at level 20 on the 10th Haze 123rd year of Ascendancy at 22:16 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 53 (base 48) |
| Willpower | 43 (base 40) |
| Cunning | 9 (base 11) |
Resources
| Life | -42/482 |
| Mana | 181/383 |
| Healing Factor | 1.113829787234 |
| Regeneration | 0.2784574468085 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 13 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Blight | +12% |
| Arcane | +10% |
| Cold | +6% |
| All | 0% |
| Temporal | +6% |
| Physical | +6% |
| Fire | +44% |
| Mind | +6% |
Offense: Damage Penetration
| Nature | +20% |
| Fire | +20% |
| Arcane | +15% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13.583762591475 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 26 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 19%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 14%( 70%) |
| Temporal | + 14%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 28% |
| Bleed Resistance | 100% |
| Disarm Resistance | 31% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 80% |
| Knockback Resistance | 64% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 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 269 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 88 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 19 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 (754 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 330 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Burning Wake |
| talent | Shielding |
| talent | Arcane Power |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The mana surge engulfs the target, regenerating 8.20 mana per turn. Surging mana |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | You have an arcane eye observing for you in a radius of 10. Arcane Eye |
| detrimental effect | The target is poisoned, taking 130.62 nature damage per turn. Poison |
| beneficial effect | The time distortion has created a restoration field, healing the target for 28 each turn. Temporal Restoration Field |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
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 repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed pouch of bone giant dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed vampire lord fang. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Cinderpanic (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Dmg.mod +9% fire Melee Ret 8 physical ----- def ----- Armour +1 Resists +6% lightning +6% temporal +5% arcane +1% physical A pair of boots made of leather. |
| Light source | Shineravage the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Defense +5 (+5 eff.) Die.at -40.00 life Max.HP +45.00 Heal.mod +5% Disarm- +10% ---------- misc 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. |
| On head | Emygakira (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +3% arcane +6% mind Res.pen +10% mind +15% arcane Melee Ret 6 mind ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
| Tool | Xanykira the Flowerwake [power 110] (11/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% blight Res.pen +20% nature +20% fire Melee Ret 8 nature ----- def ----- Resists +6% nature Blast the opponent's mind dealing 50 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +26.00 Disarm- +21% Pinning- +28% Knockbk- +24% Rings can have magical properties. |
| On fingers | marksman's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% fire Acc +4 (+4 eff.) ----- def ----- Resists +20% fire Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
| In main hand | shimmering yew magestaff of might (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire ---------- misc Mana/turn +0.13 Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +1 ---------- misc Mana/turn +0.11 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 | timebroken woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +7% acid +6% physical +6% temporal +5% fire +7% arcane +6% cold ----- def ----- Resists +10% acid +10% physical +11% fire +11% cold +9% all ---------- misc Max.mana +47.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | copper amulet of manastreaming0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.14 Max.mana +25.00 Amulets can have magical properties. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 sneak (absorb 64; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 64 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 341; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 5 turns. 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. Press to compare to your current inscriptions |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+12 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-6 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
balanced dwarven-steel dagger (15.5-20.15 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 15.5 - 20.2 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +31% Sharp, short and deadly. |
dwarven-steel greatmaul (39-58.5 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
plaguebringer's dwarven-steel greatmaul (40-60 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane Power 40.0 - 60.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +24% Massive two-handed mauls. |
steel greatmaul (26-39 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 26.0 - 39.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
hateful dwarven-steel greatsword of massacre (49-78.4 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 49.0 - 78.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 darkness Against +9% Living Massive two-handed swords. |
steel greatsword of enduring (21.5-34.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature Power 21.5 - 34.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +28.00 Massive two-handed swords. |
fungal yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Con ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 102 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
steady ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +2.0% Acc +8 (+7 eff.) Longbows are used to shoot arrows at your foes. |
Eye of Summer (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
gifted thorny mindstar (7.5-8.25 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.5 - 8.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+4 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. |
gifted vined mindstar of balance (6-6.6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) ----- def ----- Phys.save +3 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of storms (9-9.9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +3 Dex +2 Mag +2 Wil +3 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 4 lightning Dmg.mod +7% lightning Res.pen +12% lightning ----- def ----- Resists +4% lightning ---------- 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. |
ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hardened leather belt 'Dazzlehunt'1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Cun +6 Dex dps ---------- Melee Ret 2 light ----- def ----- Resists +7% fire +3% light +9% cold Crit.dmg- 5.00% ---------- misc Infravis +3 A belt that goes around your waist. |
rough leather belt 'Lisyba'1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +2 Resists +8% blight +3% darkness Crit.dmg- 5.00% Silence- +20% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
resilient cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Defense +2 (+2 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayuthra the Nimbushash (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +24% mind Res.pen +25% mind ----- def ----- Armour +4 Fatigue +3% Resists +14% lightning +11% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Arochak' (0 def, 4 armour)3.0 T3 feet armor [Random Unique] Arcane/Nature While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +1% Mov.spd +10% ----- def ----- Armour +4 Fatigue -2% Resists +3% darkness +2% physical Max.HP +41.00 HP.reg +3.00 Heal.mod +12% Disease- +20% ---------- misc Stam/turn +0.40 Mana/turn +0.28 Max.mana +37.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arunne the Chillripper (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Dmg.mod +13% mind On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Defense +2 (+2 eff.) Resists +12% acid +9% cold +23% mind Phys.save +8 (+8 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.psi +18.00 A pointy cloth hat, very wizardly... |
Breezereeve the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +1 Str +5 Dex dps ---------- Crit.mult +15.00% Dmg.mod +15% nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +4 Fatigue +4% Resists +6% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +2 Dex +2 Cun dps ---------- Apr +4 ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14.8 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tarrilebers the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Nature While equipped: Stats +5 Str +2 Dex ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +6% acid +12% blight Max.HP +37.00 ---------- misc Light +2 A suit of armour made of mail. |
impenetrable iron mail armour of the deep (2 def, 12 armour)14.0 T1 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +12% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
cleansing hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +13% blight +18% fire +10% nature A suit of armour made of leather. |
steel shield of resilience (0 def, 4 armour, 39 block)7.0 T2 shield armor [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Max.HP +64.00 ---------- misc Talents +1 Block Handheld deflection devices. |
4 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 62.87 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 62.87 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 92.91 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
Scorchpython the steel torque of gale force [power 185] (11/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +18% fire Apr +1 ----- def ----- Resists +4% physical Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 83 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 100] (11/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 45 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Zugorn the Singefury [power 170] (11/15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Str +2 Mag dps ---------- Dmg.mod +6% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 14 lightning damage and will be dazed for 1 turn (72 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Harrath, The Archmage the Ghoul Archmage level 17
10th Flare 123rd year of Ascendancy at 20:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Harrath, The Archmage the Ghoul Archmage level 10
38th Pyre 123rd year of Ascendancy at 09:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Harrath, The Archmage the Ghoul Archmage level 20
54th Dusk 123rd year of Ascendancy at 20:37 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Harrath, The Archmage the Ghoul Archmage level 19
46th Dusk 123rd year of Ascendancy at 13:29 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Harrath, The Archmage the Ghoul Archmage level 17
1st Flare 123rd year of Ascendancy at 17:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Harrath, The Archmage the Ghoul Archmage level 6
5th Mirth 122nd year of Ascendancy at 21:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Harrath, The Archmage the Ghoul Archmage level 6
7th Mirth 122nd year of Ascendancy at 10:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Harrath, The Archmage the Ghoul Archmage level 14
74th Pyre 123rd year of Ascendancy at 20:23 see stats
Log
Harrath, The Archmage is not dazed anymore.
Your shield crumbles under the damage!
The shield around Harrath, The Archmage crumbles.
Harrath, The Archmage deactivates Disruption Shield.
Harrath, The Archmage's disruption shield collapses and then explodes in a powerful manastorm!
Isenne the sandworm bites poison into Harrath, The Archmage.
Harrath, The Archmage is poisoned!
Isenne the sandworm hits Harrath, The Archmage for (103 absorbed), 9 physical, 85 nature, 121 physical (215 total damage).
Melee retaliation hits Isenne the sandworm for (5 flat reduction), 0 physical, (2 flat reduction), 0 mind, (6 flat reduction), 0 nature, (5 flat reduction), 0 physical, (5 flat reduction), 0 mind, (6 flat reduction), 0 nature, (5 flat reduction), 0 physical, (5 flat reduction), 0 mind, (6 flat reduction), 0 nature (0 total damage).
The unstable sand tunnel collapses!
Harrath, The Archmage speeds down outside of the retch.
Burning from Harrath, The Archmage hits Sandworm burrower for 0 fire damage.
Poison from Isenne the sandworm hits Harrath, The Archmage for 99 nature damage.
Harrath, The Archmage receives 31 healing from Temporal Restoration Field.
Harrath, The Archmage's cleansing fire area effect hits Isenne the sandworm for (10 flat reduction), 2 fire (2 total damage).
Harrath, The Archmage's arcane area effect hits Isenne the sandworm for (10 flat reduction), 7 arcane (7 total damage).
Harrath, The Archmage's arcane area effect hits Sandworm burrower for 0 arcane damage.
Isenne the sandworm throws a finishing uppercut.
Harrath, The Archmage is stunned!
Isenne the sandworm hits Harrath, The Archmage for (21 resilience), 241 physical (241 total damage).
Melee retaliation hits Isenne the sandworm for (6 flat reduction), 0 physical, (6 flat reduction), 0 mind, (7 flat reduction), 0 nature (0 total damage).
Harrath, The Archmage the level 20 ghoul archmage was dissected to death by Isenne the sandworm on level 1 of Sandworm lair.
--------------------------------
Harrath, The Archmage deactivates Stone Skin.
Harrath, The Archmage stops being poisoned.
Harrath, The Archmage deactivates Burning Wake.
Harrath, The Archmage stops surging mana.
Harrath, The Archmage deactivates Arcane Power.
Harrath, The Archmage deactivates Shielding.
Harrath, The Archmage is not stunned anymore.













































































































