











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. Better Item Description 1.5.5This 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 Store Restocker 1.5.5Showing Items Tier in Inventory 1.5.5This 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 | Shalore |
| Class | Archmage |
| Level / Exp | 10 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 10 on the 8th Flare 122nd year of Ascendancy at 16:54 / 1 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 1 (base 10) |
| Constitution | 16.115918919861 (base 21) |
| Magic | 42 (base 34) |
| Willpower | 19 (base 13) |
| Cunning | 20 (base 11) |
Resources
| Life | -8/245 |
| Mana | 81/153 |
| Healing Factor | 1.0492912075068 |
| Regeneration | 0.26232280187669 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 1 |
| Crit Chance | 13% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +15% |
| Light | +6% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 10.404428946497 (30%) |
| Defense | 16 |
| Ranged Defense | 22 |
| Fatigue | 1 |
| Physical Save | 24 |
| Spell Save | 26 |
| Mental Save | 18 |
Defense: Resistances
| Light | + 6%( 70%) |
| Fire | + 33%( 70%) |
| Cold | + 16%( 70%) |
| Arcane | + 16%( 70%) |
| Mind | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 189 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 225 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 914% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Power |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 17 and doing 52.62 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is infected by a disease, reducing its constitution by 10 and doing 36.37 blight damage per turn. Rotting Disease |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | insulating pair of rough leather boots of uncanny dodging (4 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +4 (+4 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% Resists +5% cold +6% fire A pair of boots made of leather. |
| Light source | Radhuregorand the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Acc +2 (+2 eff.) Melee Ret 12 temporal ----- def ----- Defense +6 (+5 eff.) Rng.Def +6 (+3 eff.) Max.HP +41.00 ---------- misc Light +2 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 | linen wizard hat 'Starlady' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +5% light Melee Ret 12 light 12 blight ----- def ----- Defense +1 (+1 eff.) Resists +6% light +16% fire A pointy cloth hat, very wizardly... |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Blind- +22% ---------- misc Infravis +4 See.Stealth +6 See.Invis +7 Rings can have magical properties. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+4 eff.) Rings can have magical properties. |
| Around waist | Gloranor the Thunderhash1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Mag +3 Cun +4 Con dps ---------- Melee Ret 8 lightning ----- def ----- Max.HP +33.00 A belt that goes around your waist. |
| In main hand | Morrigor (50-70 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 21.00 arcane and 21.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+8 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| On hands | Boltrend (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +3% mind On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +1 Resists +6% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Growbone the linen robe (2 def, 2 armour)2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% mind Melee Ret 4 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +2 Defense +2 (+2 eff.) Phys.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Bethavea the Glitterrot0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +15% mind ----- def ----- Resists +11% fire +3% mind +11% cold ---------- misc Light +3 Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 126 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 126 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 5; power 30; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 15). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 30) for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 5; power 15; dur 3)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Silemina0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Spell.crit +2% Dmg.mod +3% arcane ----- def ----- Resists +11% lightning Stun/Frz- +22% ---------- misc Telepathy Humanoid/Orc Amulets can have magical properties. |
Emelumina the Boltoracle (28-42 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Arcane/Master Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: * 40% chance to disease * 25% chance for lightning to arc to a second target While equipped: ----- def ----- Resists +6% lightning Massive two-handed battleaxes. |
insidious steel battleaxe of massacre (31-46.5 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Nature/Master Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +14 insidious poison Massive two-handed battleaxes. |
balanced iron dagger of the leech (10-13 power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego+] Disrupt/Master Power 10.0 - 13.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Slows global speed by 5% * leeches stamina from the target While equipped: dps ---------- Acc +5 (+5 eff.) Melee Ret 5 nature slow ----- def ----- Defense +5 (+4 eff.) Disarm- +18% Sharp, short and deadly. |
insidious iron dagger of massacre (15.5-20.15 power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Nature/Master Power 15.5 - 20.2 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +9 insidious poison Sharp, short and deadly. |
insidious steel dagger of massacre (15.5-20.15 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Master Power 15.5 - 20.2 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 insidious poison Sharp, short and deadly. |
steel dagger of massacre (16-20.8 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 16.0 - 20.8 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
iron greatmaul (15.5-23.25 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Normal] Power 15.5 - 23.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
Spectral Blade (24-38.4 power, 25 apr)0.1 T2 greatsword 2H weapon Reqs Str 24 [Unique] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
iron greatsword (14.5-23.2 power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Normal] Power 14.5 - 23.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steel greatsword of daylight (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 light Against +7% Undead Massive two-handed swords. |
mossy mindstar (2-2.2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 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. |
mossy mindstar of life (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.50 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. |
ranger's rough leather sling of dampening4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Ego] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +1 Dex ----- def ----- Resists +8% acid +8% fire +8% cold +8% lightning Spell.save +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
potent yew magestaff of might (22-26.4 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Arcane Power 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +22% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of fate (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego] Arcane 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 +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical ----- def ----- Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Mana/turn +0.14 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elm starstaff of might (10-12 power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing iron waraxe of massacre (18.5-25.9 power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
insidious iron waraxe (10.5-14.7 power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Nature Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 insidious poison One-handed war axes. |
steel waraxe 'Hellwedge' (19.5-27.3 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Arcane/Master/Psionic Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 darkness +4 fire Against +7% Living On Hit.r1 +9 fire While equipped: dps ---------- Dmg.mod +6% acid Res.pen +10% acid One-handed war axes. |
Betulle the Thundermarrow1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Mag +2 Wil +2 Cun dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 A belt that goes around your waist. |
linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe of corrosion (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +15% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of light (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% light ----- def ----- Resists +16% light Mind.save +16 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glorothra the Brightwinter (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +6% light +6% cold ---------- misc Light +2 Metal gloves protecting the hands up to the middle of the lower arm. |
Brandtrail (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% fire Res.pen +15% fire Melee Ret 4 mind ----- def ----- Armour +1 Fatigue +1% Resists +9% mind A cap made of leather. |
Elann the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +3 Dex dps ---------- Dmg.mod +10% nature ----- def ----- Defense +1 (+1 eff.) Fatigue -8% Resists +15% nature A pointy cloth hat, very wizardly... |
cleansing iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Ego] Disrupt/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Coaltrial' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +15% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +5% Resists +6% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Belarikira' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Spell.pwr +2 (+1 eff.) S.pwr/crit +6 Res.pen +5% arcane Melee Ret 4 mind ----- def ----- Defense +1 (+1 eff.) Mind.save +7 (+4 eff.) ---------- misc Equi/ret +0.08 A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
spiked iron mail armour of stability (2 def, 4 armour)14.0 T1 heavy armor Reqs Str 14 Heavy Armour Training [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +12 (+6 eff.) A suit of armour made of mail. |
Cyrenne (2 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% temporal ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Resists +15% lightning +6% physical +5% arcane +6% acid Phys.save +11 (+6 eff.) Spell.save +12 (+6 eff.) A suit of armour made of leather. |
rough leather armour of cold resistance (1 def, 2 armour)9.0 T1 light armor Reqs Str 10 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% cold A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Str 16 Heavy Armour Training 2 [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+6 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
steel shield of resilience (6 def, 2 armour, 37.5 block)7.0 T2 shield armor Reqs Str 16 Heavy Armour Training 2 [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +6 (+5 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Max.HP +46.00 ---------- misc Talents +2 Block Handheld deflection devices. |
quiver of elm arrows of daylight (18/18, 12.5-17.5 power, 5 apr)3.0 T1 arrow ammo Reqs Dex 11 [Ego] Arcane Power 12.5 - 17.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 18 Ranged+ +9 light Against +11% Undead Arrows are used with bows to pierce your foes to death. |
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. |
118 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% lightning +6% cold +6% arcane +6% fire ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 23.58 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of kinetic psionic shield [power 27] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
natural elm totem of cure ailments [power 1] (10 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By EverybodyDies the Shalore Archmage level 8
1st Summertide 122nd year of Ascendancy at 16:40 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By EverybodyDies the Shalore Archmage level 10
8th Flare 122nd year of Ascendancy at 02:13 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By EverybodyDies the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 10:08 see stats
Log
Elven cultist casts Timeless.
Elven cultist stops bleeding.
Elven cultist misses EverybodyDies.
EverybodyDies casts Lightning.
Elven cultist vanishes from sight.
Elven cultist deactivates Secrets of the Eternals.
EverybodyDies hits Elven cultist for 146 lightning damage.
EverybodyDies killed Elven cultist!
The fabric of space around EverybodyDies stabilizes to normal.
EverybodyDies teleports some damage to Elven cultist!
Decrepitude Disease from Elven cultist hits EverybodyDies for (58 absorbed), 0 blight (0 total damage).
Rotting Disease from Elven cultist hits EverybodyDies for (40 teleported), 0 blight (0 total damage).
Rotting Disease from Elven cultist hits Elven cultist for 40 teleported damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
The shield around EverybodyDies crumbles.
Decrepitude Disease from Elven cultist hits EverybodyDies for (58 absorbed), 0 blight (0 total damage).
Rotting Disease from Elven cultist hits EverybodyDies for (40 absorbed), 0 blight (0 total damage).
Talent Lightning is ready to use.
Decrepitude Disease from Elven cultist hits EverybodyDies for 58 blight damage.
Rotting Disease from Elven cultist hits EverybodyDies for 40 blight damage.
Talent Earthen Missiles is ready to use.
Decrepitude Disease from Elven cultist hits EverybodyDies for 58 blight damage.
Rotting Disease from Elven cultist hits EverybodyDies for 40 blight damage.
Saving game...


























































































