









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Embers of Rage 1.6.7Official 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 1.6.7Official 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 | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archmage |
| Level / Exp | 23 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 20 on the 2nd Wintertide 123rd year of Ascendancy at 10:25 / 2Killed by Mindworm at level 23 on the 11st Regrowth 123rd year of Ascendancy at 07:47 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 27 (base 10) |
| Magic | 72 (base 53) |
| Willpower | 17 (base 13) |
| Cunning | 61 (base 45) |
Resources
| Life | -46/498 |
| Mana | 78/139 |
| Steam | 100/100 |
| Healing Factor | 1.1294416243655 |
| Regeneration | 4.8001269035533 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.205122053262% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 16 |
| Crit Chance | 23% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Lightning | +26% |
| Light | +27% |
| Cold | +14% |
| Darkness | +15% |
| Arcane | +50% |
| Fire | +4% |
| Nature | +10% |
Offense: Damage Penetration
| Arcane | +12% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 42 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 25 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Lightning | + 70%( 70%) |
| Darkness | + 47%( 70%) |
| Cold | + 41%( 70%) |
| Arcane | + 54%( 70%) |
| Mind | + 27%( 70%) |
| All | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 393 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 74 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: 18 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 820% for 10 turns (377 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 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 / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thunderstorm |
| talent | Hurricane |
| talent | Shielding |
| talent | Feather Wind |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The mana surge engulfs the target, regenerating 4.10 mana per turn. Surging mana |
| detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| beneficial effect | The target is out of phase with reality, increasing defense by 30, resist all by 30%, and reducing the duration of detrimental timed effects by 30%. Out of PhaseThese effects cap at 40%. |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 206 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +7 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 83, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 51). Release absorbed darkness in a 7 radius cone with a 70% chance to blind (based on lite radius), dealing 151.80 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: Stats +8 Cun dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold Mind.save +12 (+6 eff.) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 40.38 to 121.14 lightning damage (80.76 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Xanisemina the dwarven-steel pickaxe (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.crit +2.0% Crit.mult +15.00% ----- def ----- Resists +5% arcane Max.HP +25.00 Disease- +20% ---------- misc Max.stam +28.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Phys.save +4 (+2 eff.) Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 46.19 You won the Ring of Blood trial, and this is your reward. |
| Around waist | rough leather belt of resilience 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Defense +6 (+2 eff.) Proj.slow +15% Max.HP +30.00 A belt that goes around your waist. |
| In main hand | imbued elven-wood magestaff of breaching (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% arcane Res.pen +12% arcane ---------- misc Talents +1 Command Staff On Spell Hit: 10% Curse of Defenselessness 2 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Brandbender (0 def, 2 armour) 1.5 T2 hands armor [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +15 (+7 eff.) Dmg.mod +12% light Acc +5 (+4 eff.) Apr +1 Melee Ret 10 fire ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +1.00 Max.stam +21.00 Talents +2 Spring Grapple Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Barygar (20 def, 20 armour) 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +4 Wil +3 Con dps ---------- Melee Ret 30 physical On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +20 Defense +20 (+6 eff.) Fatigue +9% Resists +25% acid +22% lightning Max.HP +36.00 Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of leather. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | archmage's gold amulet of constitution (+1)0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Con +1 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +5% acid +4% fire +4% cold +4% lightning Amulets can have magical properties. |
Inventory
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful copper amulet of mastery (0.12 Spell / Air)0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Masteries +0.12 Spell/Air Amulets can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nedublek the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +4 Defense +15 (+5 eff.) Rings can have magical properties. |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
titan's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +6 (+3 eff.) Rings can have magical properties. |
warrior's copper ring of time (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% temporal ----- def ----- Armour +4 Resists +11% temporal Rings can have magical properties. |
bloodlich's yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Cun +2 Con dps ---------- Spell.crit +3% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ---------- misc N.En/turn +0.20 Vim/s.crit +3.00 Max.vim +31.00 Max.N.En +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of illumination (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Defense +5 (+1 eff.) ---------- misc Mana/turn +0.10 Max.mana +30.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 132.80 light damage. Staves designed for wielders of magic, by the greats of the art. |
Xuthra (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold Melee Ret 2 physical ----- def ----- Resists +9% nature +15% cold +12% light +9% all Phys.save +3 (+1 eff.) Die.at -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Issadrahek the Scaldtyphoon (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +6% arcane Res.pen +10% fire ----- def ----- Armour +1 Spell.save +3 (+2 eff.) ---------- misc Mana/s.crit +2.00 A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 17 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 51 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
drakeskin leather gloves 'Crackleoath' (0 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: Stats +6 Wil +2 Con dps ---------- Melee+ 7 cold Dmg.mod +15% cold Melee Ret 4 lightning ----- def ----- Armour +3 Resists +12% lightning +8% cold ---------- misc See.Invis +9 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +12 ice On Hit: 10% Ice Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Blazeminister' (0 def, 3 armour)1.5 T1 hands armor [Rare] Psionic While equipped: Stats +4 Dex +2 Wil ----- def ----- Armour +3 Fatigue +1% Resists +1% physical Die.at -60.00 life HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +12.00 Light +3 Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour 'Nighttaint' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +4 Str +2 Dex ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% darkness +17% fire ---------- misc See.Invis +3 A suit of armour made of leather. |
2 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. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
12 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 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 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. |
8 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. |
Tyrath the ash wand of lightning storm [power 188] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% ---------- misc Max.mana +40.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (236 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Striker the Skeleton Archmage level 14
18th Haze 122nd year of Ascendancy at 09:55 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Striker the Skeleton Archmage level 17
31st Haze 122nd year of Ascendancy at 18:59 see stats
Level 10 (Roguelike)
Got a character to level 10.By Striker the Skeleton Archmage level 10
62nd Dusk 122nd year of Ascendancy at 21:22 see stats
Level 20 (Roguelike)
Got a character to level 20.By Striker the Skeleton Archmage level 20
1st Wintertide 123rd year of Ascendancy at 18:59 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Striker the Skeleton Archmage level 19
1st Wintertide 123rd year of Ascendancy at 03:53 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Striker the Skeleton Archmage level 20
2nd Wintertide 123rd year of Ascendancy at 10:37 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Striker the Skeleton Archmage level 19
10th Decay 122nd year of Ascendancy at 19:12 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Striker the Skeleton Archmage level 11
65th Dusk 122nd year of Ascendancy at 05:10 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Striker the Skeleton Archmage level 12
75th Dusk 122nd year of Ascendancy at 10:03 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Striker the Skeleton Archmage level 20
2nd Wintertide 123rd year of Ascendancy at 15:18 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Striker the Skeleton Archmage level 20
1st Allure 123rd year of Ascendancy at 17:17 see stats
Unstoppable (Roguelike)
Returned from the dead.By Striker the Skeleton Archmage level 20
2nd Wintertide 123rd year of Ascendancy at 10:25 see stats
Log
Mindworm receives 5 healing (8 psi heal).
Striker casts Chain Lightning.
Mindworm converts some damage to Psi!
Striker hits Mindworm for (21 blocked), (166 resonance), 64 to psi, 64 lightning (128 total damage).
Striker receives 2 healing from Bloodcaller.
Mindworm hits Striker for 40 mind damage.
Talent Lightning is ready to use.
Talent Nova is ready to use.
Striker receives 68 healing from Temporal Restoration Field.
Mindworm uses Nightmare.
Striker is lost in a nightmare.
Mindworm receives 5 healing (8 psi heal).
The fabric of time around Striker returns to normal.
Striker is no longer suffering from insomnia.
Striker HEALS from darkness damage!
Nightmare from Mindworm hits Striker for 10 darkness, 4 healing (10 total damage) [4 healing].
Mindworm uses Mind Sear.
Mindworm's mind surges with critical power!
Mindworm hits Striker for 344 mind damage.
Striker the level 23 skeleton archmage was psyched to death by Mindworm and mind-probed on level 2 of Noxious Caldera.
Striker is free from the nightmare.
Striker deactivates Feather Wind.
Striker stops surging mana.
Striker deactivates Thunderstorm.
The furious lightning storm around Striker calms down and disappears.
Striker deactivates Hurricane.
Striker is no longer out of phase.
Striker deactivates Shielding.


















































































































