










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 15 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Adana the red crystal at level 15 on the 14th Haze 122nd year of Ascendancy at 08:25 / 1 |
Primary Stats
| Strength | 26 (base 19) |
| Dexterity | 51 (base 37) |
| Constitution | 22 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 32 (base 28) |
Resources
| Life | -88/332 |
| Stamina | 75/160 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 1.3780207965591 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 35.915571422826 |
| See Invisible | 35.915571422826 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 60 |
| Crit Chance | 13% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 60 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Light | +29% |
| Fire | +9% |
| Physical | +3% |
| Mind | +21% |
| Nature | +15% |
Offense: Damage Penetration
| Nature | +15% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 30 (68.594633868923%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 21 |
| Mental Save | 21 |
Defense: Resistances
| Nature | + 43%( 70%) |
| Acid | + 16%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 22%( 70%) |
| Lightning | + 22%( 70%) |
| Arcane | + 15%( 70%) |
| Fire | + 24%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Confusion Resistance | 62% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 492% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 |
Equipment
| On feet | Gagaba the Sewerkin (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Hailwar'2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +5 (+3 eff.) Dmg.mod +9% acid Melee Ret 2 cold ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Elydatira the Flaresweep (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire +11% light +3% mind Melee Ret 6 mind On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +1 (+1 eff.) Resists +16% light +12% fire A pointy cloth hat, very wizardly... |
| On hands | Hanidethel the hardened leather gloves (0 def, 8 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +8 Crit.chn- 5.00% Die.at -60.00 life Disease- +10% Confus- +20% Stun/Frz- +10% 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. |
| Tool | iron pickaxe 'Flowerwither' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +3 (+1 eff.) Mov.spd +10% On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +15 (+5 eff.) Resists +6% light +3% fire Crit.chn- 10.00% Spell.save +3 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
| On fingers | warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +5 (+2 eff.) Confus- +22% Rings make your fingers look great! |
| Around neck | copper amulet 'Flashwyrd'0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% acid +9% light +3% mind ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Max.hate +2.00 Amulets make your neck look great! |
| In main hand | enhanced steel dagger of erosion (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +4 Str +5 Dex +3 Mag +3 Wil +4 Cun +3 Con Sharp, short and deadly. |
| Around waist | rough leather belt 'Galurath'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Acc +5 (+1 eff.) ----- def ----- Resists +6% lightning +6% temporal ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In off hand | Infernoparry the dwarven-steel dagger (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 17% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +4 Con dps ---------- Dmg.mod +3% physical Res.pen +10% fire ---------- misc Stam/turn +2.00 Sharp, short and deadly. |
| Cloak | Blazesage the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +7 (+3 eff.) Resists +6% acid +3% light +5% arcane Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | 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 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 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. |
Inventory
copper amulet of mastery (0.10 Technique / Thuggery)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Technique/Thuggery Amulets make your neck look great! |
copper amulet of mastery (0.11 Technique / Duelist)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Duelist Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 66.26 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (133). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
earthen elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane 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 (+3 eff.) Dmg.mod +10% blight ----- def ----- Armour +2 Hardiness +3% Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Zubita the Duatheloozer (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] 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: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% blight +3% mind Res.pen +5% darkness +10% light Melee Ret 2 darkness ----- def ----- Resists +6% light ---------- misc Psi/ret +0.16 Hate/m.crit +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Unrilagorn' (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature 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 Dex +4 Con dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% blight +3% acid Melee Ret 8 acid ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 See.Invis +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 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 50.23 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. |
shimmering yew magestaff of fate (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+8 eff.) Dmg.mod +20% fire ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Mana/turn +0.13 Max.mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Zubissra the Flashwire (20-31 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +46 fire While equipped: Stats +3 Dex dps ---------- S.pwr/crit +4 All.spd +10% Phys.spd +10% Res.pen +26% fire Acc +7 (+1 eff.) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Light +1 Massive two-handed battleaxes. |
balanced steel greatsword of erosion (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Master Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +34% Massive two-handed swords. |
blazebringer's steel greatsword (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +24 fire While equipped: dps ---------- All.spd +4% Res.pen +9% fire Massive two-handed swords. |
slime-covered steel longsword of massacre (22-31 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Disrupt/Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 46% Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
stormbringer's steel waraxe (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Nature 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 Crit.r2 +10 lightning +9 cold While equipped: dps ---------- Mov.spd +22% Res.pen +5% lightning +7% cold One-handed war axes. |
dwarven-steel dagger of erosion (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 nature Sharp, short and deadly. |
mossy mindstar (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 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. |
slimey pouch of iron shots of wind (22/22, 16-20 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Disrupt Power 16.5 - 19.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 22 Proj.spd +200% On Hit: * 6% chance to slow global speed by 46% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 113 physical damage Shots are used with slings to pummel your foes to death. |
spellwoven linen robe of darkness (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +4 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.13 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of fire (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Resists +9% all +19% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour of clarity (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% mind Mind.save +10 (+5 eff.) HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Yvotira the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +20.00% ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +1% physical +18% fire ---------- misc Stam/turn +2.00 Max.stam +20.00 A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
steel plate armour 'Torchimmortal' (10 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Nature While equipped: ----- def ----- Armour +9 Defense +10 (+4 eff.) Fatigue +22% Resists +9% nature +3% fire HP.reg +3.20 Confus- +20% Teleport- +20% ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
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. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belychik (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Mind.crit +4% Melee Ret 4 mind ----- def ----- Armour +1 Resists +5% arcane +6% fire ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
Emelovena the Gloomgasher (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +2 Mag dps ---------- Melee+ 7 mind Dmg.mod +4% mind +15% darkness Acc +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% mind +7% light +9% darkness Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +29% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 31.25 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing linen wizard hat of fire (+18%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Defense +1 (+1 eff.) Resists +18% fire Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
iron helm 'Polenne' (0 def, 3 armour) =Wasseratmung=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% mind +7% cold Heal.mod +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
2 spinel0.0 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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
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. |
2 amethyst0.0 T2 violet 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
70 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Arctitan2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +1 Dex +2 Cun dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +15% lightning Max.HP +44.00 ---------- 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. |
survivor's brass lantern of focus2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +13% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 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 7 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 20% 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mandala the Cornac Marauder level 10
10th Mirth 122nd year of Ascendancy at 13:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mandala the Cornac Marauder level 6
6th Mirth 122nd year of Ascendancy at 06:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mandala the Cornac Marauder level 5
4th Mirth 122nd year of Ascendancy at 12:40 see stats
Log
Mandala uses Infusion: Movement.
Mandala is moving at extreme speed!
Mandala slows down.
Mandala misses Something.
Mandala performs a melee critical strike against Something!
Mandala hits Something for 70 physical damage.
Melee retaliation hits Mandala for 8 lightning damage.
Mandala is no longer evading attacks.
Mandala recovers sight.
Burning from Adana the red crystal hits Mandala for 16 fire damage.
Poison from Elitta the giant venus flytrap hits Mandala for 22 nature damage.
Hymn of Shadows hits Mandala for 15 darkness damage.
Something hits Mandala for 10 nature damage.
Something misses Mandala.
Elitta the giant venus flytrap slows down.
Mandala's magic has been disrupted.
War hound misses Mandala.
Elitta the giant venus flytrap's Shoot hits Mandala for (17 parried), 19 physical, 2 nature, 4 fire (26 total damage).
Elitta the giant venus flytrap hits Mandala for (17 parried) damage.
Melee retaliation hits Elitta the giant venus flytrap for (20 absorbed), 0 nature, (3 absorbed), 0 nature, (3 absorbed), 0 mind, (1 absorbed), 0 cold (0 total damage).
Mandala uses Whirlwind.
Mandala becomes a whirlwind of weapons!
Greater gwelgoroth slows down.
Mandala hits Greater gwelgoroth for 38 physical, 7 nature, 42 physical (87 total damage).
Melee retaliation hits Mandala for 8 lightning, 8 lightning (16 total damage).
Adana the red crystal casts Searing Light.
Adana the red crystal hits Mandala for 58 light damage.
Mandala the level 15 cornac marauder was seared to death by Adana the red crystal on level 2 of Old Forest.




































































































