











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.3Donators/Buyers bonus! Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black 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:
astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. 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:
Multi-Class Challenge (Slight Edit by Rae) 1.7.4Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dark Faerie |
| Class | Shining One |
| Level / Exp | 40 / 94% |
| Size | tiny |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 26 (base 19) |
| Dexterity | 49 (base 17) |
| Constitution | 68 (base 60) |
| Magic | 107 (base 60) |
| Willpower | 103 (base 60) |
| Cunning | 85 (base 60) |
Resources
| Mana | 123/909 |
| Vim | 2/138 |
| Life | 1877/1877 |
| Positive | 12/67 |
| Insanity | 0/100 |
| Healing Factor | 1.6181295749342 |
| Regeneration | 21.257116198086 |
Speed
| Mental | +89.965674443071% |
| Attack | +45.902154555232% |
| Movement | +80.902154555232% |
| Spell | +134.02919433093% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 26 |
| See Stealth | 16 |
| See Invisible | 68 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 48 |
| Crit Chance | 59% |
| APR | 39 |
| Speed | 0.53 |
Offense: Spell
| Spellpower | 106 |
| Crit Chance | 100% |
| Speed | 0.42729711686566 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 57% |
| Speed | 0.68539083816027 |
Offense: Damage Bonus
| Acid | +65% |
| Blight | +147% |
| Arcane | +74% |
| Cold | +125% |
| All | +54% |
| Darkness | +68% |
| Light | +212% |
| Temporal | +105% |
| Mind | +70% |
| Physical | +61% |
| Fire | +127% |
| Nature | +82% |
Offense: Damage Penetration
| Acid | +30% |
| Blight | +72% |
| Arcane | +15% |
| Cold | +18% |
| Darkness | +8% |
| Light | +497% |
| Temporal | +10% |
| Fire | +412% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 47 (70.304188961773%) |
| Defense | 76 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 68 |
| Spell Save | 86 |
| Mental Save | 70 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 76%( 76%) |
| Arcane | + 46%( 70%) |
| Cold | + 70%( 70%) |
| All | + 38%( 70%) |
| Mind | + 48%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 45%( 70%) |
| Physical | + 42%( 70%) |
| Darkness | + 76%( 76%) |
| Fire | + 70%( 70%) |
| Nature | + 67%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Disarm Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 720% 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. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 153 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Plague | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Volatility | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Blight | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Core Gate | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Prism | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Inner Power | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Demented / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Sickly Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Irradiate | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Sunbeams | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Celestial / Incinerator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Celestial / Mantras | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Dark-faerie | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Reactor | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Corruption / Sickness | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Corruption / Torment | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Pulsing Aura |
| talent | Stream of Life |
| talent | Infestation |
| talent | Dark Ritual |
| talent | Searing Sight |
| talent | Nuclear Drive |
| talent | Exclusion Zone |
| talent | Terrible Glory |
| talent | Blood Vengeance |
| talent | Mantra of Precession |
| talent | Overkill |
| talent | Purge Weakness |
| talent | Critical Mass |
| talent | Coronal Shield |
| talent | Criticality Excursion |
| talent | Incinerator |
| talent | Chant of Resistance |
| talent | Scorched Earth |
| talent | Manic Flurry |
| talent | Internal Reactor |
| talent | Sickness Within, Sickness Without |
| beneficial effect | This target is splitting all damage with its reflections. Reflection Link |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +88% Combat Speed: +44% All Damage: +54% |
| beneficial effect | Increases defense by 16. Mobile Defense |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | The target is surrounded by a magical shield, absorbing 2169/2169 damage before it crumbles. Damage Shield |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +10 Dex / +10 Mag Changes resistances: +12% blight / +12% darkness Changes resistances cap: +6% blight / +6% darkness Spellpower: +30 (+5 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On head | Rainwild the hardened leather cap (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 arcane Changes stats: +4 Str / +16 Dex / +5 Con Changes resistances: +33% darkness / +15% cold Changes damage: +12% blight Physical save: +12 (+3 eff.) Mental save: +11 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +9 Damage Shield penetration: +10% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | dragonbone wand of shielding 'Korudar' [power 422] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% arcane Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +4 It can be used to create a shield absorbing up to 420 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Gain a 20% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Drohell the RadiancemonsterPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 35 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 35 Damage (Ranged): 5 physical Changes stats: +2 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% light Blindness immunity: +41% Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Light radius: +1 Infravision radius: +8 See stealth: +11 See invisible: +15 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| On fingers | voratun ring 'Breezelore'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +11 Cun / +13 Mag Changes resistances: +18% blight / +9% nature Changes resistances penetration: +10% nature Changes damage: +18% blight / +15% temporal / +9% nature Spellpower: +23 (+3 eff.) Rings make your fingers look great! |
| Around waist | hardened leather belt 'Salarelaith'Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +6 Mag / +13 Wil Changes damage: +9% blight Mental save: +10 (+2 eff.) Maximum life: +110.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In main hand | Brighttide (136% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Armour Hardiness: +11% Damage (Melee): 29 fire Changes resistances: +6% light Changes resistances penetration: +5% light / +5% temporal Changes damage: +36% light / +12% temporal Talent granted: +1 Command Staff Critical mult.: +31.00% Physical save: +12 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +34 (+5 eff.) Spell crit. chance: +5% See invisible: +17 Reduces paradox anomalies(equivalent to willpower): +5 It can be used to conjure elemental energy in a radius 10 cone, dealing 22.51 to 27.01 light damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Ce'Nelle the voratun gauntlets (0 def, 14 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +2 Physical crit. chance: +14.0% Physical power: +10 (+5 eff.) Armour: +14 Fatigue: +5% Damage (Melee): 14 nature / 8 physical Damage when hit (Melee): 6 physical Changes resistances: +8% nature Changes damage: +7% physical / +9% nature / +3% arcane Critical mult.: +12.00% Physical save: +11 (+3 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +14% Mental crit. chance: +13% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+0 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Noonriver (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +13 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Defense: +3 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 6 light Changes stats: +3 Str / +3 Dex Changes resistances: +9% acid / +6% light / +8% fire / +10% cold / +9% lightning Critical mult.: +26.00% Stealth bonus: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | ChogarionPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +18 Changes resistances penetration: +15% arcane Changes damage: +10% blight / +9% fire / +6% arcane Talent mastery: +0.40 Corruption / Blight Critical mult.: +35.00% Mental save: +4 (+1 eff.) Spellpower: +13 (+2 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 230; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 37%; physical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, temporal, blight, cold, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (43% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 5 temporal, 5 blight, 4 cold, 4 physical It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
AshlacePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +4 Mag Changes resistances: +6% fire Changes resistances cap: +6% all Changes resistances penetration: +5% fire Changes damage: +7% temporal / +7% light / +7% physical / +12% blight / +23% fire / +6% arcane / +7% darkness Critical mult.: +15.00% Physical save: +11 (+3 eff.) Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
YaryrendilInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Fatigue: -9% Changes stats: +2 Str / +8 Dex / +2 Wil / +7 Cun / +13 Con Changes resistances: +24% fire / +26% cold Changes resistances cap: +5% all Changes damage: +6% mind Physical save: +13 (+3 eff.) Life regen: +4.00 Stamina each turn: +0.90 Light radius: +1 Movement speed: +10% Amulets make your neck look great! |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+2 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 3.5 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
GiluhekInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +11% cold / +15% fire / +15% temporal Changes damage: +3% blight / +3% temporal Life regen: +4.80 Healing mod.: +44% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
shadow elven-silk cloak of implacability (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% darkness Changes resistances penetration: +8% darkness Changes damage: +14% darkness Stealth bonus: +14 Physical save: +8 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+2 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 62% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 6.5 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 165.73 fire damage and 122.66 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
871 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 141 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Beemz the Dark Faerie Shining One level 7
3rd Mirth 122nd year of Ascendancy at 13:22 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Beemz the Dark Faerie Shining One level 31
20th Dusk 122nd year of Ascendancy at 01:37 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Beemz the Dark Faerie Shining One level 26
10th Dusk 122nd year of Ascendancy at 10:18 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Beemz the Dark Faerie Shining One level 37
20th Dusk 122nd year of Ascendancy at 22:34 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Beemz the Dark Faerie Shining One level 10
3rd Summertide 122nd year of Ascendancy at 05:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Beemz the Dark Faerie Shining One level 20
2nd Dusk 122nd year of Ascendancy at 07:16 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Beemz the Dark Faerie Shining One level 30
19th Dusk 122nd year of Ascendancy at 20:26 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Beemz the Dark Faerie Shining One level 40
24th Dusk 122nd year of Ascendancy at 15:16 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Beemz the Dark Faerie Shining One level 37
21st Dusk 122nd year of Ascendancy at 13:27 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Beemz the Dark Faerie Shining One level 32
20th Dusk 122nd year of Ascendancy at 03:38 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Beemz the Dark Faerie Shining One level 25
7th Dusk 122nd year of Ascendancy at 19:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Beemz the Dark Faerie Shining One level 7
8th Mirth 122nd year of Ascendancy at 19:12 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Beemz the Dark Faerie Shining One level 38
24th Dusk 122nd year of Ascendancy at 12:30 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Beemz the Dark Faerie Shining One level 20
4th Dusk 122nd year of Ascendancy at 03:25 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Beemz the Dark Faerie Shining One level 24
7th Dusk 122nd year of Ascendancy at 14:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Beemz the Dark Faerie Shining One level 17
1st Dusk 122nd year of Ascendancy at 12:23 see stats
Log
The glorious light around Beemz's Clone's Reflection fades away and disappears.
Beemz's Clone's Reflection is no longer sustained by their light.
Beemz's Clone's spell attains critical power!
The glorious light around Beemz's Clone fades away and disappears.
Beemz's Clone is no longer sustained by their light.
Beemz's Reflection's Clone is no longer sustained by their light.
Beemz's Reflection's Clone's spell attains critical power!
The glorious light around Beemz's Reflection's Clone fades away and disappears.
The glorious light around Beemz's Clone fades away and disappears.
Beemz's Clone is no longer sustained by their light.
Beemz's Clone's spell attains critical power!
Beemz's Clone is surging arcane power.
The glorious light around Beemz's Reflection fades away and disappears.
Beemz's Reflection is no longer sustained by their light.
The glorious light around Beemz's Reflection fades away and disappears.
Beemz's Reflection is no longer sustained by their light.
Beemz's Reflection's spell attains critical power!
Beemz's Reflection is surging arcane power.
The glorious light around Beemz's Reflection's Clone fades away and disappears.
Beemz's Reflection's Clone's spell attains critical power!
Beemz's Reflection's Clone is surging arcane power.
Beemz's Reflection's Clone is no longer sustained by their light.
Beemz's Reflection's Clone's spell attains critical power!
Beemz's Reflection's Clone is surging arcane power.
The glorious light around Beemz's Reflection's Clone fades away and disappears.
Beemz's Reflection's Clone is no longer sustained by their light.
Beemz is no longer sustained by their light.
The glorious light around Beemz fades away and disappears.
Beemz's Clone's Reflection is no longer sustained by their light.
The glorious light around Beemz's Clone's Reflection fades away and disappears.






















































































