











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 | Halfling |
| Class | Arcane Blade |
| Level / Exp | 23 / 69% |
| Size | small |
| Lifes / Deaths | Killed by Nerulle the orc grand master assassin at level 23 on the 56th Dusk 122nd year of Ascendancy at 01:59 / 1 |
Primary Stats
| Strength | 46 (base 31) |
| Dexterity | 25 (base 15) |
| Constitution | 15 (base 10) |
| Magic | 72 (base 51) |
| Willpower | 11 (base 10) |
| Cunning | 36 (base 24) |
Resources
| Life | -65/595 |
| Mana | 174/280 |
| Stamina | 76/180 |
| Healing Factor | 1.2060311219418 |
| Regeneration | 2.7135700243689 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -6.6613381477509E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 35.894014938291 |
| See Invisible | 62.894014938291 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 53 |
| Crit Chance | 20% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 53 |
| Crit Chance | 20% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Blight | +6% |
| Arcane | +4% |
| Cold | +8% |
| All | 0% |
| Lightning | +50% |
| Light | +20% |
| Fire | +5% |
| Physical | +5% |
Offense: Damage Penetration
| Lightning | +26% |
| Blight | +20% |
| Acid | +18% |
| Fire | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 39 (35.65183292883%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 30 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 34%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 60% |
| Teleport Resistance | 10% |
| Blind Resistance | 22% |
| Disarm Resistance | 10% |
| Bleed Resistance | 20% |
| Silence Resistance | 52% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 428 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 99 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 Cunning stat. |
| 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 460 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% 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 Magic stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.12 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed honey tree root. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed giant spider spinneret. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Unrinarilin the Freezesnake (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Cun +1 Wil dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Silence- +21% Confus- +20% Stun/Frz- +20% ---------- misc Psi/ret +0.08 A pair of boots made of leather. |
| Light source | brass lantern 'Salekira'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +6% acid +3% nature Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) HP.reg +2.00 Heal.mod +11% Confus- +20% Teleport- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Kilnrage the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% lightning Res.pen +10% fire ----- def ----- Armour +4 Fatigue +4% Resists +9% fire ---------- misc See.Invis +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Shineworm the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane +6% light ----- def ----- Armour +1 Max.HP +40.00 Silence- +10% Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eilinylaith the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% ----- def ----- Armour +6 Resists +3% acid +3% temporal Crit.chn- 10.00% Disease- +20% ---------- misc Max.mana +23.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Tehek'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Con ----- def ----- Resists +3% fire +3% light +9% cold Spell.save +11 (+5 eff.) Heal.mod +5% Blind- +22% Silence- +21% ---------- misc Mana/turn +0.20 Max.stam +11.00 Infravis +4 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
| On fingers | steel ring 'Airkin'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Melee+ 18 light Ranged+ 17 light Dmg.mod +14% light +6% blight Res.pen +20% blight +15% lightning Melee Ret 2 arcane ---------- misc Vim/s.crit +2.00 Max.mana +20.00 Rings make your fingers look great! |
| Around neck | archmage's copper amulet of mastery (0.12 Spell / Conveyance)0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +5% acid +5% fire +5% cold +5% lightning ---------- misc Masteries +0.12 Spell/Conveyance Amulets make your neck look great! |
| In main hand | dwarven-steel waraxe 'Shocksteel' (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 darkness Against +10% Living On Crit.r2 +13 acid +18 nature +8 lightning While equipped: Stats +6 Str dps ---------- Dmg.mod +15% lightning +5% physical Res.pen +8% acid +5% nature +5% lightning Acc +12 (+4 eff.) Apr +7 Melee Ret 2 nature One-handed war axes. |
| Around waist | Hurath the Eclipsetouch1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Acc +20 (+7 eff.) Melee Ret 2 physical 2 fire ----- def ----- Fatigue -5% Resists +3% darkness Die.at -60.00 life ---------- misc Max.enc +23 A belt that goes around your waist. |
| In off hand | Islylaith the steel dagger (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 cold On Hit: * 10% chance to reduce all saves and defense by 15 * Create an explosion dealing 81 lightning damage (1/turn) While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% lightning Res.pen +6% lightning Melee Ret 4 mind ---------- misc See.Invis +9 Sharp, short and deadly. |
| Cloak | Arcvortex the cashmere cloak (2 def, 13 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +13 Defense +2 (+1 eff.) Resists +3% blight +23% cold +5% arcane +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour 'Malirezor' (3 def, 8 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Res.pen +10% acid ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +6% Cut- +20% Disarm- +10% Knockbk- +10% A suit of armour made of leather. |
Inventory
regeneration infusion of the warrior (heal 216; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, nature, darkness)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: 4 lightning, 3 physical, 3 nature, 4 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 179; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 179 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 480; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 480 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Snowbreaker the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun +2 Wil ----- def ----- Resists +6% cold +6% physical ---------- misc Stam/turn +0.30 Light +2 Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
Dagyvor the Shinecutter0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +28% lightning +3% fire +3% cold +12% blight ---------- misc Light +2 Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Chargeweeper (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +1 Dex +5 Mag +2 Wil dps ---------- Dmg.mod +18% lightning Acc +8 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +29% ---------- misc See.Invis +6 Sharp, short and deadly. |
iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Bethulle the Iceworm (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 25.5 - 40.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 cold On Hit.r1 +20 cold On Crit.r2 +16 fire While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% nature Acc +10 (+4 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +31% Massive two-handed swords. |
arcing iron greatsword of paradox (19-30 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 19.0 - 30.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage While equipped: ----- def ----- Resists +7% temporal Massive two-handed swords. |
iron greatsword (17-27 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword of vileness (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 24 Massive two-handed swords. |
Emeluwe the Sparksage4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +9 Wil +14 Con dps ---------- Dmg.mod +3% lightning +6% temporal ----- def ----- Resists +6% temporal Max.HP +35.00 ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 344 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
steel longsword 'Xanaleth' (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +11 lightning +13 cold On Hit: * 20 arcane resource burn While equipped: dps ---------- Mov.spd +25% Res.pen +9% lightning +7% cold ----- def ----- Armour +2 Resists +12% lightning +3% temporal Phys.save +9 (+4 eff.) Spell.save +3 (+1 eff.) Sharp, long, and deadly. |
steel longsword of erosion (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature Sharp, long, and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Brenesta the Spiderpanic (15-18 power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% 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% lightning Res.pen +10% nature ----- def ----- Defense +14 (+7 eff.) Resists +6% lightning Spell.save +9 (+4 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 117.92 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of fate (18-22 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 18.0 - 21.6 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 +5% Spell.pwr +8 (+3 eff.) Dmg.mod +18% lightning ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dazzledeath (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 cold On Hit.r1 +6 fire On Crit.r2 +4 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage While equipped: Stats +3 Dex +1 Mag ---------- misc Light +3 One-handed war axes. |
Chargestreak the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +2 Dex +7 Con dps ---------- Melee Ret 4 lightning ----- def ----- Defense +10 (+5 eff.) Resists +6% lightning +8% fire +7% cold A belt that goes around your waist. |
rough leather belt 'Glowrazor'1.0 T1 belt armor [Rare] Master While equipped: Stats +7 Str dps ---------- Melee Ret 2 light 2 fire ----- def ----- Resists +5% fire +3% light +5% cold ---------- misc Light +1 A belt that goes around your waist. |
Shockpain (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Crit.mult +10.00% Res.pen +10% lightning ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +10% A pair of boots made of leather. |
miner's pair of rough leather boots of speed (0 def, 2 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
Glorotta (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +4 Dex +6 Cun dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 Crit.chn- 15.00% ---------- misc Max.stam +30.00 Unarmed combat: Power 10.5 - 11.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 7 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Unarmed combat: Power 14.5 - 20.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 20% Moonlight Ray 1 On Hit: * 5% chance to reduce damage dealt by 13% Metal gloves protecting the hands up to the middle of the lower arm. |
Singebrawn the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 fire ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +6% cold +9% acid ---------- misc Breathe water A cap made of leather. |
iron helm 'Lisotha' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +7 Dex dps ---------- Phys.crit +2.0% Dmg.mod +3% mind Apr +4 ----- def ----- Armour +3 Fatigue +5% Resists +3% light Crit.chn- 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Gunydunavor' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +11% lightning Res.pen +10% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +12% temporal +5% arcane +3% darkness A pointy cloth hat, very wizardly... |
Yvugana (6 def, 6 armour)9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Apr +2 ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +9% acid +17% fire +5% cold Mind.save +12 (+6 eff.) ---------- misc Stam/turn +2.00 Breathe water A suit of armour made of leather. |
Glorynn the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +6 Cun +4 Mag dps ---------- Res.pen +10% mind Apr +2 ----- def ----- Armour +9 Fatigue +22% Resists +12% mind Mind.save +12 (+6 eff.) ---------- misc Infravis +3 A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 25.0 - 35.0 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
5 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. |
225 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
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 107.86 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 107.86 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
focusing iron torque of psionic shield [power 27] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
3 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. |
7 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. |
7 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. |
2 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 Erkia the Halfling Arcane Blade level 10
3rd Mirth 122nd year of Ascendancy at 19:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Erkia the Halfling Arcane Blade level 20
33rd Dusk 122nd year of Ascendancy at 01:29 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Erkia the Halfling Arcane Blade level 20
53rd Dusk 122nd year of Ascendancy at 00:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Erkia the Halfling Arcane Blade level 7
78th Pyre 122nd year of Ascendancy at 21:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Erkia the Halfling Arcane Blade level 10
8th Flare 122nd year of Ascendancy at 14:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Erkia the Halfling Arcane Blade level 15
16th Dusk 122nd year of Ascendancy at 17:22 see stats
Log
Erkia teleports some damage to Nerulle the orc grand master assassin!
Nerulle the orc grand master assassin HEALS from physical damage!
Nerulle the orc grand master assassin HEALS from arcane damage!
Nerulle the orc grand master assassin steals life from Nerulle the orc grand master assassin!
Nerulle the orc grand master assassin HEALS from nature damage!
Nerulle the orc grand master assassin HEALS from fire damage!
Nerulle the orc grand master assassin HEALS from darkness damage!
Nerulle the orc grand master assassin steals life from Erkia!
Nerulle the orc grand master assassin HEALS from mind damage!
Nerulle the orc grand master assassin hits Erkia for (37 teleported), 0 physical, (19 teleported), 0 blight, (15 absorbed), 1 fire (1 total damage).
Nerulle the orc grand master assassin hits Nerulle the orc grand master assassin for 37 teleported, 19 teleported (56 total damage).
Deadly Poison from Nerulle the orc grand master assassin hits Erkia for 26 nature damage.
Poison from Nerulle the orc grand master assassin hits Erkia for 28 nature damage.
Raze hits Nerulle the orc grand master assassin for 9 darkness, 9 teleported, 9 darkness, 0 teleported (27 total damage).
Raze hits Erkia for (9 teleported), 0 darkness, (0 teleported), (9 absorbed), 0 darkness, 9 darkness, 9 darkness, 9 darkness (28 total damage).
Melee retaliation hits Nerulle the orc grand master assassin for 1 physical, 1 mind, 1 fire, 1 nature, 1 arcane (5 total damage).
Erkia hits Nerulle the orc grand master assassin for 4 healing, 1 healing, 4 healing, 1 healing (0 total damage) [11 healing].
Erkia fails to use Arcane Reconstruction.
Nerulle the orc grand master assassin's dark aura fades.
Nerulle the orc grand master assassin roars triumphantly.
Nerulle the orc grand master assassin HEALS from physical damage!
Nerulle the orc grand master assassin HEALS from arcane damage!
Nerulle the orc grand master assassin HEALS from fire damage!
Nerulle the orc grand master assassin HEALS from nature damage!
Nerulle the orc grand master assassin steals life from Erkia!
Nerulle the orc grand master assassin HEALS from mind damage!
Nerulle the orc grand master assassin hits Erkia for 42 physical, 19 blight (61 total damage).
Raze hits Erkia for 9 darkness damage.
Melee retaliation hits Nerulle the orc grand master assassin for 1 physical, 1 mind, 1 fire, 1 nature, 1 arcane (4 total damage).
Erkia the level 23 halfling arcane blade was infected to death by Nerulle the orc grand master assassin on level 4 of Daikara.























































































































