










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Archmage |
| Level / Exp | 19 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Notha the gigantic sandworm tunneler at level 19 on the 19th Wealth 122nd year of Ascendancy at 11:02 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 66 (base 47) |
| Willpower | 27 (base 24) |
| Cunning | 31 (base 25) |
Resources
| Life | -146/426 |
| Mana | 290/360 |
| Healing Factor | 1.1560311219418 |
| Regeneration | 6.9939882877479 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 26 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +9% |
| Arcane | +6% |
| Cold | +17% |
| All | 0% |
| Lightning | +9% |
| Light | +3% |
| Physical | +9% |
| Fire | +47% |
| Mind | +9% |
Offense: Damage Penetration
| Cold | +10% |
| Fire | +35% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 14 (35.65183292883%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 26 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 6%( 70%) |
| Cold | + 39%( 70%) |
| Fire | + 40%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 32% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 430 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 909% for 10 turns (65 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed snow giant kidney. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
Equipment
| On feet | Poranne the Phoenixglory (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +3% mind +6% cold Res.pen +10% cold +15% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Dairidil the Burnbile2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +20% fire Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +4 Defense +10 (+5 eff.) Stun/Frz- +10% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Aloraromilar' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +6% blight Die.at -20.00 life Max.HP +60.00 Blind- +20% A cap made of leather. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 219.93 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | rogue's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +4 (+2 eff.) Resists +22% fire Rings make your fingers look great! |
| On fingers | Brodezor the Furnacerace0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold +3% light +15% fire Melee Ret 2 fire ----- def ----- Resists +12% fire +22% cold Rings make your fingers look great! |
| Around waist | rough leather belt 'Aeruran'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical Res.pen +5% mind ----- def ----- Die.at -40.00 life HP.reg +0.80 Heal.mod +11% ---------- misc Max.hate +6.00 Max.psi +20.00 A belt that goes around your waist. |
| In main hand | ash magestaff 'Skyquick' (21-25 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 21.0 - 25.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) Dmg.mod +6% acid +21% fire +9% lightning ---------- misc Mana/turn +0.14 Max.mana +49.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Xerylaith the Chilllash (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +6 Mag +2 Wil dps ---------- S.pwr/crit +2 Melee+ 5 acid 4 fire 5 cold 5 lightning Dmg.mod +6% arcane +9% blight Acc +13 (+6 eff.) Melee Ret 4 cold ----- def ----- Armour +2 ---------- misc Mana/turn +0.08 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +9.0% Atk.spd 100% Melee+ +6 ice +7 acid +6 fire +7 arcane +10 lightning On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Mayuldatira the rough leather armour (3 def, 4 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +4 Defense +3 (+2 eff.) Fatigue +6% Resists +9% acid +17% cold Max.HP +60.00 HP.reg +4.00 Silence- +10% A suit of armour made of leather. |
| Cloak | Silikira (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Mind.crit +1% Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind Acc +5 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+5 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 531%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 531% 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 Cunning stat. 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; lightning, physical, light, mind, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% 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: 5 lightning, 2 physical, 4 light, 3 mind, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Adyssra the Blazetouch0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Dex dps ---------- Phys.pwr +10 (+8 eff.) ----- def ----- Resists +3% light ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
steel amulet 'Galukath'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +3% acid +9% mind Melee Ret 8 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Fatigue -6% Resists +9% mind HP.reg +1.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Puresun0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% temporal ----- def ----- Resists +6% nature +6% temporal HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
steel ring 'Healpiercer'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +9% nature +3% light Mind.save +8 (+4 eff.) Rings make your fingers look great! |
steel dagger of corruption (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 2 Sharp, short and deadly. |
flaming steel greatmaul of massacre (35-52 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 35.0 - 52.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed mauls. |
Quenchvile (33-53 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +16 (+8 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +18% fire +6% darkness +18% cold Phys.save +6 (+5 eff.) Disarm- +41% Massive two-handed swords. |
acidic steel longsword of projection (18-24 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Arcane/Psionic Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Sharp, long, and deadly. |
vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hardened leather belt 'Blazetitan'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+4 eff.) Res.pen +20% light On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +3% cold +6% darkness +3% light Spell.save +16 (+8 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
rough leather belt 'Unrileg'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Resists +3% mind +2% physical Max.HP +30.00 Poison- +10% A belt that goes around your waist. |
pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 acid Dmg.mod +4% acid Acc +11 (+5 eff.) ----- def ----- Armour +1 Resists +6% acid Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lightningwyrd (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +8% cold Phys.save +6 (+5 eff.) Die.at -40.00 life ---------- misc Light +3 Breathe water A cap made of leather. |
Xevea the dwarven-steel mail armour (13 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +13 (+6 eff.) Fatigue +12% Resists +3% lightning Crit.chn- 10.00% HP.reg +4.30 Poison- +20% Silence- +20% ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
quiver of elm arrows 'Galeobsidian' (20/20, 12-18 power, 5 apr)3.0 T1 arrow ammo [Rare] Arcane Power 12.5 - 17.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Ranged+ +20 lightning +11 light +8 mind Against +11% Undead On Hit.r1 +20 lightning On Crit.r2 +20 lightning Arrows are used with bows to pierce your foes to death. |
11 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. |
401 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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Emessra the Lightvein (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% light +3% blight Melee Ret 2 blight ----- def ----- Fatigue -5% Resists +12% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 148.67 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 148.67 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Viperward the iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% cold On Hit (Melee): * 20% chance to slow global speed by 46% Blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Relgilathaleg the yew totem of summon tentacle [power 195] (25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% cold +2% physical Heal.mod +20% Blind- +20% Stun/Frz- +20% Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 540 Base Damage: 255 Armor: 11 All Resist: 22 Puts all charms on 25 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Unixasbu the Drem Archmage level 10
24th Voratun 122nd year of Ascendancy at 17:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Unixasbu the Drem Archmage level 17
22nd Profit 122nd year of Ascendancy at 02:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Unixasbu the Drem Archmage level 9
24th Voratun 122nd year of Ascendancy at 00:30 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Unixasbu the Drem Archmage level 15
18th Profit 122nd year of Ascendancy at 07:11 see stats
Log
Garrote from Ce'Notha the gigantic sandworm tunneler performs a melee critical strike against Unixasbu!
Garrote from Ce'Notha the gigantic sandworm tunneler hits Unixasbu for 44 physical damage.
Black Blood Bleeding from Unixasbu hits Ce'Notha the gigantic sandworm tunneler for 12 darkness damage.
Melee retaliation hits Ce'Notha the gigantic sandworm tunneler for 1 fire, 1 mind, 3 cold (5 total damage).
Ce'Notha the gigantic sandworm tunneler uses Coup de Grace.
Ce'Notha the gigantic sandworm tunneler performs a melee critical strike against Unixasbu!
Melee retaliation hits Ce'Notha the gigantic sandworm tunneler for 1 fire, 2 mind, 3 cold, 1 fire, 2 mind, 3 cold (12 total damage).
Ce'Notha the gigantic sandworm tunneler hits Unixasbu for 89 physical, 8 nature, 238 physical (335 total damage).
LIFE LOST WARNING!
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Garrote from Ce'Notha the gigantic sandworm tunneler strangles Unixasbu!
Talent Blastwave is ready to use.
Talent Teleport: Kroshkkur is ready to use.
Talent Cleansing Flames is ready to use.
Garrote from Ce'Notha the gigantic sandworm tunneler hits Unixasbu for 21 physical damage.
Black Blood Bleeding from Unixasbu hits Ce'Notha the gigantic sandworm tunneler for 12 darkness damage.
Melee retaliation hits Ce'Notha the gigantic sandworm tunneler for 1 fire, 2 mind, 3 cold (6 total damage).
Ce'Notha the gigantic sandworm tunneler uses Grab.
Unixasbu is crippled.
Ce'Notha the gigantic sandworm tunneler performs a melee critical strike against Unixasbu!
Unixasbu is pinned to the ground.
Melee retaliation hits Ce'Notha the gigantic sandworm tunneler for 1 fire, 1 mind, 3 cold, 1 fire, 2 mind, 3 cold (11 total damage).
Ce'Notha the gigantic sandworm tunneler hits Unixasbu for 81 physical damage.
Unixasbu the level 19 drem archmage was ground to death by Ce'Notha the gigantic sandworm tunneler on level 1 of The Maze.

































































































