









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Hulk! 1.4.8 Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) ZOmnibus Addon Pack 1.7.4Combines 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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Cultists Event Chance 1.7.2increase chance to encounter Shasshhiy'Kaish in Daikara, for lazy unlock doom elf Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
MaDDworlDs' Money Sink! 1.7.4Have extra cash? Blow it on Stat/Class/Generic points! Most (if not all) weapon merchants in Last Hope will now offer stat/class/generic point training [Stat Points] 5 points for 300 gold. Thank you for downloading, hope you enjoy! (note: You must make a new save, ofc.) ( Any mod that overwrites the chat function on generic weapon shop NPC conversation stuff won't be compatible :C ) 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 Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. 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 | Madness Roguelike |
Sex | Male |
Race | Yeek |
Class | Marauder |
Level / Exp | 40 / 69% |
Size | medium |
Lifes / Deaths | Killed by Isliwe the orc high pyromancer at level 40 on the 62nd Dusk 122nd year of Ascendancy at 05:41 / 2Killed by Isliwe the orc high pyromancer at level 40 on the 62nd Dusk 122nd year of Ascendancy at 05:42 |
Primary Stats
Strength | 61 (base 60) |
Dexterity | 62 (base 60) |
Constitution | 66 (base 60) |
Magic | 43 (base 60) |
Willpower | 64 (base 60) |
Cunning | 65 (base 60) |
Resources
Life | -643/900 |
Stamina | 397/397 |
Healing Factor | 1.544619213451 |
Regeneration | 5.4545848959882 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +124.29957955368% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 11 |
See Stealth | 103.98433390496 |
See Invisible | 103.98433390496 |
Offense: Mainhand
Damage | 192 |
Accuracy | 66 |
Crit Chance | 43% |
APR | 45 |
Speed | 1.00 |
Offense: Offhand
Damage | 175 |
Accuracy | 66 |
Crit Chance | 43% |
APR | 45 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Light | +21% |
Nature | +56% |
Fire | +12% |
Cold | +42% |
All | +6% |
Offense: Damage Penetration
Lightning | +25% |
Acid | +5% |
Light | +25% |
Nature | +40% |
Darkness | +10% |
Physical | +18% |
Fire | +12% |
All | 0% |
Defense: Base
Armour (hardiness) | 30 (81.151787968034%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 56 |
Mental Save | 56 |
Defense: Resistances
Physical | -19%( 70%) |
Acid | -2%( 70%) |
Nature | -6%( 70%) |
Fire | + 21%( 70%) |
Darkness | + 11%( 70%) |
Arcane | -14%( 70%) |
Cold | + 11%( 70%) |
All | -20%( 70%) |
Defense: Immunities
Disarm Resistance | 27% |
Confusion Resistance | 100% |
Silence Resistance | 100% |
Stun Resistance | 53% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 165 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 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 369 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -553 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1106 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Thuggery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. -17 HP on the iceblock remaining. Frozen |
beneficial effect | Increases defense by 26. Mobile Defense |
beneficial effect | Has 1 throwing knives prepared: 1 KnivesRange: 7 Net Damage: 199 - 279 Accuracy: 82 (knife) APR: 49 Crit Chance: +60% Crit mult: 209% Uses Stats: 40% Wil, 50% Str, 50% Mag, 70% Dex |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 failed to protect the injured seer from death by Iserekira the orc archer. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Xudhemina the orc warrior. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lost defiler from death by Emeriawen the wolf. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Salegara the black mamba. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Mayyrakira the forest wight. Escort: worried loremaster (level 8 of Dreadfell) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 541. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * '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 pouch of luminous horror dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +13 (+3 eff.) Mov.spd +10% ----- def ----- Armour +5 Defense +15 (+4 eff.) Fatigue -9% Resists +13% cold +12% fire +6% darkness +1% physical Mind.save +18 (+5 eff.) Max.HP +60.00 ---------- misc Stam/turn +0.90 A pair of boots made of leather. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 120, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 290.04 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+0 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 3.5 Pwr.cost 19 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Wil +4 Con dps ---------- Dmg.mod +6% fire +12% cold Res.pen +5% acid ----- def ----- Armour +2 Fatigue +3% Resists +15% acid +15% fire +6% cold Disarm- +27% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 21.5 - 30.1 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Disarm 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +4% S.pwr/crit +10 Res.pen +25% light +18% physical Melee Ret 10 blight ----- def ----- Spell.save +9 (+3 eff.) ---------- misc Max.vim +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +27% nature +24% cold Res.pen +25% lightning +25% nature On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Resists +6% nature Silence- +32% ---------- misc Mana/turn +0.27 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +5 Dex dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +10 (+4 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +3% nature +6% all Acc +7 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Resists +6% nature Silence- +20% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Ego+] Nature/Master Power 46.0 - 59.8 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +31 fire While equipped: dps ---------- All.spd +7% Res.pen +12% fire Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: ----- def ----- Armour +11 Defense +7 (+0 eff.) Fatigue -6% Resists +7% fire +5% arcane +7% cold Phys.save +13 (+5 eff.) Heal.mod +20% ---------- misc Max.enc +32 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 48.0 - 62.4 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +9 fire Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Wil +3 Mag ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+2 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. |
Main armor | ![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 1.0 T1 dagger 1H weapon [Ego++] Master Power 10.5 - 13.7 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all +7% physical Acc +18 (+4 eff.) Apr +14 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 40% Wil, 100% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+0 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Psionic Power 39.5 - 51.4 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +13 Str +12 Dex +13 Mag +11 Wil +13 Cun +13 Con Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 17 acid Dmg.mod +17% acid +8% physical Res.pen +17% acid +6% physical ----- def ----- Resists +16% acid +9% physical HP.reg +5.00 ---------- 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. |
![]() 3.0 T4 arrow ammo [Ego+] Nature/Psionic Power 46.5 - 65.1 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 21 Proj.spd +200% Ranged+ +50 physical On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 211 physical damage * 20% chance to knock the target back 3 spaces and deal 247 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Master Power 54.0 - 64.8 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.2% base dam (max 20%) Apr +12 Crit +14.5% Capacity 18 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+8 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+0 eff.) Resists +10% physical +10% temporal +13% all Temporal Reprieve: Level 2.5 Pwr.cost 27 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +9 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +12 Defense +26 (+15 eff.) Fatigue +8% Resists +13% acid +12% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +13 Str +6 Con ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +18% darkness +12% physical Max.HP +86.00 ---------- misc Light +2 Track: Puts all charms on 16 cooldown Level 5.2 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 8 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 1.0 T5 belt armor [Random Unique] Arcane While equipped: Stats +11 Wil +11 Mag dps ---------- Spell.crit +6% Res.pen +34% fire Melee Ret 4 acid On Hit (Melee): * 27% chance to reduce armor by 31% * 27% chance to reduce damage dealt by 30% ----- def ----- Fatigue -20% Resists +12% fire ---------- misc Max.enc +110 A belt that goes around your waist. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Wil +4 Mag ----- def ----- Armour +14 Fatigue +4% ---------- misc Infravis +3 Blink to a nearby random location (rad 15) Puts all charms on 14 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +5 (+0 eff.) Fatigue +1% Resists +3% all Phys.save +7 (+3 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Con dps ---------- On Hit (Melee): * 27% chance to reduce damage dealt by 30% ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +15% temporal +36% fire +7% arcane +24% cold Crit.chn- 20.18% Die.at -107.63 life Heal.mod +15% A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 1.0 T5 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 30 fire ----- def ----- Armour +10 Resists +7% arcane +25% fire +27% light +27% darkness Phys.save +18 (+7 eff.) Poison- +27% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 106 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 59 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Pssh the Yeek Marauder level 33
54th Dusk 122nd year of Ascendancy at 08:36 see stats
By Pssh the Yeek Marauder level 23
9th Dusk 122nd year of Ascendancy at 14:47 see stats
By Pssh the Yeek Marauder level 32
52nd Dusk 122nd year of Ascendancy at 16:29 see stats
By Pssh the Yeek Marauder level 37
59th Dusk 122nd year of Ascendancy at 05:26 see stats
By Pssh the Yeek Marauder level 35
57th Dusk 122nd year of Ascendancy at 04:40 see stats
By Pssh the Yeek Marauder level 26
23rd Dusk 122nd year of Ascendancy at 15:02 see stats
By Pssh the Yeek Marauder level 28
51st Dusk 122nd year of Ascendancy at 11:19 see stats
By Pssh the Yeek Marauder level 23
9th Dusk 122nd year of Ascendancy at 13:23 see stats
By Pssh the Yeek Marauder level 10
1st Mirth 122nd year of Ascendancy at 12:01 see stats
By Pssh the Yeek Marauder level 20
7th Dusk 122nd year of Ascendancy at 23:33 see stats
By Pssh the Yeek Marauder level 30
51st Dusk 122nd year of Ascendancy at 23:22 see stats
By Pssh the Yeek Marauder level 40
62nd Dusk 122nd year of Ascendancy at 04:02 see stats
By Pssh the Yeek Marauder level 14
2nd Mirth 122nd year of Ascendancy at 15:29 see stats
By Pssh the Yeek Marauder level 27
26th Dusk 122nd year of Ascendancy at 06:47 see stats
By Pssh the Yeek Marauder level 1
76th Pyre 122nd year of Ascendancy at 00:23 see stats
By Pssh the Yeek Marauder level 1
76th Pyre 122nd year of Ascendancy at 00:23 see stats
By Pssh the Yeek Marauder level 36
57th Dusk 122nd year of Ascendancy at 05:48 see stats
By Pssh the Yeek Marauder level 23
9th Dusk 122nd year of Ascendancy at 14:47 see stats
By Pssh the Yeek Marauder level 23
9th Dusk 122nd year of Ascendancy at 14:47 see stats
By Pssh the Yeek Marauder level 18
6th Dusk 122nd year of Ascendancy at 17:52 see stats
By Pssh the Yeek Marauder level 6
76th Pyre 122nd year of Ascendancy at 21:33 see stats
By Pssh the Yeek Marauder level 27
26th Dusk 122nd year of Ascendancy at 07:41 see stats
By Pssh the Yeek Marauder level 15
2nd Mirth 122nd year of Ascendancy at 19:11 see stats
By Pssh the Yeek Marauder level 40
62nd Dusk 122nd year of Ascendancy at 05:41 see stats
By Pssh the Yeek Marauder level 31
52nd Dusk 122nd year of Ascendancy at 14:32 see stats
Log
Pssh uses Dig.
Digging starts...
Pssh reacts immediately after taking severe wounds!
Pssh reacts to damage from Something, mitigating the blow!.
Dug for 11 turns (stop reason: taken damage).
You have been interrupted!
Pssh become impervious to physical effects.
Pssh is on fire!
Pssh reacts to damage from Something, mitigating the blow!.
Pssh is recovering from the damage!
Pssh redirects the effect 'Burning'!
Something hits Pssh for (188 reacted , -6 stam), 259 fire (259 total damage).
Something hits Pssh for (270 reacted , -6 stam), 372 fire (372 total damage).
Burning from Isliwe the orc high pyromancer hits Pssh for 238 fire damage.
Isliwe the orc high pyromancer's cleansing fire area effect hits Pssh for 191 fire damage.
Pssh the level 40 yeek marauder was blazed to death by Isliwe the orc high pyromancer on level 2 of Vor Pride.
Saving game...
Isliwe the orc high pyromancer's cleansing fire area effect killed Pssh!
Saving done.
The Blood of Life rushes through your dead body. You come back to life!
Personal New Achievement: Unstoppable (Madness (Roguelike) difficulty)!
Saving game...
Saving done.
Velukira the orc high cryomancer casts Freeze.
Pssh become impervious to physical effects.
Pssh is encased in ice!
Velukira the orc high cryomancer hits Pssh for 454 cold damage.
Isliwe the orc high pyromancer casts Lightning.
Isliwe the orc high pyromancer's spell attains critical power!