Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marksman 1.4.9A complete rework for Archer. Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Everyone Options 1.4.5Starts characters off with category points instead of categories known. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.10This 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 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Serpent |
| Class | Hydra |
| Level / Exp | 12 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Camerach at level 12 on the 40th Dusk 122nd year of Ascendancy at 21:29 / 1 |
Primary Stats
| Strength | 40 (base 34) |
| Dexterity | 39 (base 34) |
| Constitution | 44 (base 34) |
| Magic | 31 (base 34) |
| Willpower | 71 (base 34) |
| Cunning | 65 (base 34) |
Resources
| Life | -147/918 |
| Fury | 190/190 |
| Stamina | 312/312 |
| Equilibrium | 20 |
| Healing Factor | 1.6590073407022 |
| Regeneration | 29.530330664499 |
Speed
| Mental | +4% |
| Attack | +4% |
| Movement | 0% |
| Spell | +4% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
Offense: Barehand
| Damage | 30 |
| Accuracy | 53 |
| Crit Chance | 35% |
| APR | 3 |
| Speed | 0.96 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 21% |
| Speed | 0.96153846153846 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 37% |
| Speed | 0.96153846153846 |
Offense: Damage Bonus
| Cold | +10% |
| Darkness | +10% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +14% |
| All | +4% |
Defense: Base
| Armour (hardiness) | 38.448263948812 (41.379305579525%) |
| Defense | 33 |
| Ranged Defense | 49 |
| Fatigue | -4.6535175343998 |
| Physical Save | 45 |
| Spell Save | 43 |
| Mental Save | 55 |
Defense: Resistances
| Darkness | + 32%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 13%( 70%) |
| Fire | -8%( 70%) |
| All | + 2%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (0/0)
Class Talents
| Cunning / Poisons | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-heart / Breath Hydra | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-heart / Triad | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Glob | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-heart / Feral Hydra | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-heart / Mist Beast | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-heart / Ravenous Beast | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Swamp Beast | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-heart / Glare Hydra | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Wild-heart / Prudence | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-heart / Noble Animal | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| Ego / Serpent | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Regenerate | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-heart / Hydragon | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Wild-heart / Hoarding Beast | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-heart / Natural Combat | 1.20 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
Effects
| talent | Ceaseless Blood |
| talent | Apply Poison |
| talent | Recuperate |
| talent | Vigilance |
| talent | Numbing Poison |
| talent | Insidious Poison |
| beneficial effect | Receiving a stun or sleep effect will remove one Feral head. When all Feral heads are lost, you will incur a severe Accuracy penalty. Feral HeadsTurns until recharge: 10 |
| beneficial effect | Decoy heads will sometimes absorb effects that other heads may receive. The chance of absorbing an effect is based on how many heads are present. Decoy HeadsTurns until recharge: 19 |
| beneficial effect | Receiving a silence or fear effect will remove one Drool head. When all Drool heads are lost, you will incur a severe Defense penalty. Drool HeadsTurns until recharge: 10 |
| beneficial effect | The body is naturally repairing, recovering 14.33 life per turn. Recuperation |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 25%) Suffocating |
| beneficial effect | A controlled blood flow (18.85 power) that is removing infections, shortening the duration of Poisons and Diseases by 1 each turn. Purging Cut |
| beneficial effect | Receiving a confusion or blind effect will remove one Glare head. When all Glare heads are lost, you will incur a severe Vision penalty. Glare HeadsTurns until recharge: 10 |
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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Sturdy Heart (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You told The Summoner about the Trolls. He explained that is where adventurers usually start their careers, yet you remember nothing about that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You must explore the Old Forest and quell the Treant's restlessness. * You have explored the Maze. Go tell the Summoner what you saw! * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: AloneWith that said, you have become a Hydra. What could this possibly mean...? You are alone-- And yet, you are not. You are battling with the various corners of your psyche, each demanding something different that they want. *** Distrust - After a strange fit with your summoner, you've realized you have a PROFOUND, irrational distrust towards nature-lovers and wilders. What could THAT be all about...?! - You've briefly contemplated your distrust of The Summoner and realized... It is futile. You are frightened by this man and want to depart from him as soon as possible... *** The Mind There seems to be 4 personalities in all: - Angry and fierce: It wants nothing to do with the world around it. It is bitter and will destroy anything whatsoever. - Scared and paranoid: It fears everything. It believes at but a lapse of awareness, all it knows will come crashing down. - Craven and desperate: It appears elated, but it is, in fact, despondent. Fruitlessly, it craves to fill its emptiness. - Sound and reliant: It looks to others to find its own meaning, rather than paving a way for itself. - If anything, you've determined that your heads are crazy. However, you're not going to allow them to drive YOU crazy! | 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| 4th feral head | Cyrorianne the Radiancetouch0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.crit +4.0% Phys.pwr +11 (+4 eff.) Acc +8 (+2 eff.) On Hit (Melee): * 15% chance to blind ----- def ----- Resists +3% light ---------- misc Max.stam +5.00 Rings can have magical properties. |
| 2nd feral head | agate0.0 T1 blue 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 Gems can be sold for money or used in arcane rituals. |
| 3rd drool head | carnelian carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Gems can be sold for money or used in arcane rituals. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (127 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. Press to compare |
| 2nd glare head | steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings can have magical properties. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. Press to compare |
| 4th drool head | malachite malachite0.0 T2 green gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
| 2nd drool head | tiny geode tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Gems can be sold for money or used in arcane rituals. |
| 1st glare head | vined mindstar of clarity (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +12.00 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. |
| 3rd feral head | amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Gems can be sold for money or used in arcane rituals. |
| Cloak | murderer's linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) Resists +11% darkness +11% temporal Def/telep +11 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| 3rd glare head | Eye of Winter (8-8.8 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Inventory
phase door rune of the warrior (range 8; power 25; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (96% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +11 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +14 (+5 eff.) Amulets can have magical properties. |
Galeburst the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +3% lightning Res.pen +5% lightning ----- def ----- Resists +3% lightning +19% temporal +16% mind +6% darkness Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Confus- +43% Pinning- +26% Knockbk- +25% Amulets can have magical properties. |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets can have magical properties. |
ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kindlewar (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to blind While equipped: dps ---------- Phys.crit +12.0% Spell.crit +4% Crit.mult +30.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% light +6% temporal On Hit (Melee): * 30% chance to blind ----- def ----- Armour +5 Defense +5 (+3 eff.) ---------- misc Wards +2 light Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe 'Umbrafurnace' (20.5-30.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Disrupt/Master/Psionic Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature +9 darkness Against +10% Living On Crit.r2 +4 light On Hit: * 25% chance to remove a magical effect On Crit: * wounds the target for 7 turns: 15 bleeding, 56% reduced healing While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+3 eff.) Res.pen +15% darkness On Hit (Melee): * 15% chance to blind Massive two-handed battleaxes. |
balanced steel greatmaul of erosion (27-40.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Master Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 nature +7 temporal While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +28% Massive two-handed mauls. |
inquisitor's steel longsword of massacre (21.5-30.1 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Disrupt/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 12 arcane resource burn On Crit: * burns latent spell energy Sharp, long, and deadly. |
acidic steel mace of massacre (17.5-24.5 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid Blunt and deadly. |
Hatred of the Storm (15-21 power, 4 apr) Hatred of the Storm (15-21 power, 4 apr)3.0 T2 sceptre 1H weapon [Unique] Arcane/Psionic Power 15.0 - 21.0 Physical Uses 50% Mag, 50% Con Acc+ +2.5% procs dam / acc Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +20 lightning On Hit: 10% Starfall 2 While equipped: dps ---------- Spell.crit +3% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning +15% darkness ---------- misc Hate/m.crit +2.00 Black sparks leap of this sceptre whenever it senses hatred nearby. |
healer's steel sceptre of acid (11.5-16.1 power, 3 apr) healer's steel sceptre of acid (11.5-16.1 power, 3 apr)3.0 T2 sceptre 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 50% Mag, 50% Con Acc+ +2.5% procs dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +5 acid While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +11% acid ----- def ----- Resists +6% blight HP.reg +0.70 Heal.mod +11% Blunt and deadly. |
dwarven-steel waraxe 'Deligar' (22-30.8 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 insidious poison While equipped: ----- def ----- Resists +3% temporal +3% nature +3% mind Blind- +10% Silence- +20% Pinning- +5% One-handed war axes. |
vined mindstar (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.5 - 5.0 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) 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. |
Arenor (10-11 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 10.0 - 11.0 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Str +3 Dex dps ---------- Mind.crit +3% Crit.mult +3.00% Mind.pwr +6 (+2 eff.) Dmg.mod +3% nature Apr +1 ----- def ----- Resists +4% blight Disease- +12% ---------- misc Equi/ret +0.08 Max.stam +20.00 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. |
cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
prismatic cured leather armour of acid resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +16% acid +11% light +12% darkness A suit of armour made of leather. |
rejuvenating steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Armour Training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +19% acid HP.reg +2.20 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Armour Training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +16% lightning A suit of armour made of mail. |
3 nuummite 3 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Gems can be sold for money or used in arcane rituals. |
2 verdite 2 verdite0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Gems can be sold for money or used in arcane rituals. |
quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 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 Gems can be sold for money or used in arcane rituals. |
2 hematite 2 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 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 Gems can be sold for money or used in arcane rituals. |
malachite malachite0.0 T2 green gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
carnelian carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Gems can be sold for money or used in arcane rituals. |
small geode small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Gems can be sold for money or used in arcane rituals. |
Glotha (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +5 Dex +2 Con dps ---------- Phys.pwr +6 (+2 eff.) S.pwr/crit +2 Acc +2 (+0 eff.) ----- def ----- Fatigue -4% ---------- misc Mana/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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. |
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. |
Sileda the Thunderhue [power 23] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +10% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +15% lightning +9% temporal Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. Press to compare |
elm wand of conjuration 'Xerusema' [power 91] (10 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% physical Acc +2 (+0 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.stam +20.00 Fire a bolt of a random element with (base) damage 46 to 91 Puts all charms on 10 cooldown 100% to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Camerach the Serpent Hydra level 10
30th Dusk 122nd year of Ascendancy at 04:06 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Camerach the Serpent Hydra level 9
10th Flare 122nd year of Ascendancy at 04:06 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Camerach the Serpent Hydra level 7
9th Mirth 122nd year of Ascendancy at 08:47 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Camerach the Serpent Hydra level 9
1st Flare 122nd year of Ascendancy at 06:14 see stats
Log
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 2 turns (stop reason: suffocating).
The unstable sand tunnel has triggered a purging cut in Camerach!
Unstable sand tunnel hits Camerach for 244 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Camerach starts suffocating to death!
Ran for 2 turns (stop reason: detrimental status effect).
Camerach is suffocating.
The unstable sand tunnel has triggered a purging cut in Camerach!
Unstable sand tunnel hits Camerach for 170 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 2 turns (stop reason: suffocating).
Unstable sand tunnel hits Camerach for 28 physical damage.
Camerach upchucks Silk Current (12 def, 0 armour)!!
Camerach upchucks iron mail armour of resilience (2 def, 4 armour)!!
Camerach upchucks mule's copper ring!!
Camerach upchucks linen robe 'Mayylle' (0 def, 0 armour)!!
Camerach upchucks reinforced iron shield (4 def, 7 armour, 44.5 block)!!
Camerach upchucks icy quiver of elm arrows (15/15, 14.5-20.3 power, 5 apr)!!
Camerach upchucks Glowrend the cured leather sling!!
Camerach upchucks prismatic cured leather armour of temporal resistance (2 def, 4 armour)!!
Camerach upchucks Iron Mail of Bloodletting (2 def, 4 armour)!!
Camerach upchucks Deepsfurnace (21-31.5 power, 2 apr)!!
Camerach upchucks Coral Spray (8 def, 8 armour, 48 block)!!
Saving game...













































