









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. 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 1.7.0Donators/Buyers bonus! Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. 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:
Better Item Description 1.7.2This 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! 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 19 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Wrathroot at level 17 on the 23rd Dusk 122nd year of Ascendancy at 06:30 / 2Killed by Rat Lich at level 19 on the 30th Dusk 122nd year of Ascendancy at 10:45 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 67 (base 47) |
| Willpower | 44 (base 38) |
| Cunning | 20 (base 11) |
Resources
| Life | -11/296 |
| Mana | 199/406 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 2.2718614670654 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 25 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +4% |
| Acid | +3% |
| Light | +11% |
| Temporal | +9% |
| Lightning | +51% |
| Arcane | +32% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Cold | +20% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 42 |
| Mental Save | 30 |
Defense: Resistances
| Darkness | + 14%( 70%) |
| Nature | + 14%( 70%) |
| Lightning | + 52%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 17%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 368 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Storm | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 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. | 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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 Possessed. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 green worm. * You've found the needed red crystal shard. * '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.' | 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 |
Equipment
| On feet | Icegrind (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +5% cold ----- def ----- Armour +1 Fatigue -5% Resists +6% lightning +9% cold +6% darkness Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
| Light source | Armulach2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +20% physical ----- def ----- Resists +5% arcane Crit.dmg- 5.00% Mind.save +9 (+5 eff.) ---------- 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 | linen wizard hat 'Shockblight' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning +6% temporal +10% arcane +3% acid Melee Ret 2 temporal ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning ---------- misc Max.mana +10.00 A pointy cloth hat, very wizardly... |
| Tool | ash wand of shielding 'Layotta' [power 206] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% Acc +20 (+10 eff.) ----- def ----- Defense +30 (+14 eff.) Phys.save +15 (+8 eff.) Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 33% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Phys.pwr +6 (+4 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+3 eff.) Melee+ 10 light Ranged+ 12 light Dmg.mod +11% light +12% lightning Res.pen +5% lightning ----- def ----- Mind.save +6 (+3 eff.) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Tempestsever1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning +3% temporal ----- def ----- Fatigue -5% Resists +18% lightning Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +21 A belt that goes around your waist. |
| In main hand | potent ash magestaff of might (17-20 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 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 +8% Spell.pwr +8 (+2 eff.) Dmg.mod +17% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Glorelle the Sleetlore (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Str +3 Dex +1 Con dps ---------- Melee+ 5 nature Dmg.mod +4% nature Res.pen +15% cold Apr +1 Melee Ret 2 cold ----- def ----- Armour +1 Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+5 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 499%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 499% 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; temporal, darkness, blight, cold, physical)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: 3 temporal, 5 darkness, 3 blight, 4 cold, 2 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 757% over 10 turns; mana 38; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 757% for 10 turns (38 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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 251; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 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 251 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. |
cleansing copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Str ----- def ----- Resists +11% nature +10% blight Poison- +21% Disease- +20% Amulets make your neck look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
chilling steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 cold Sharp, short and deadly. |
acidic iron greatmaul of rage (20-31 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Arcane/Master Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 While equipped: Stats +3 Str dps ---------- Dmg.mod +9% physical Acc +7 (+3 eff.) Massive two-handed mauls. |
flaming steel greatsword of daylight (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 light Against +10% Undead On Hit.r1 +10 fire Massive two-handed swords. |
truestriking steel greatsword (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +9 (+4 eff.) Apr +9 Massive two-handed swords. |
truestriking steel longsword of erosion (16-22 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Nature/Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Res.pen +8% physical Acc +12 (+6 eff.) Apr +6 Sharp, long, and deadly. |
ash magestaff of breaching (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane 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% lightning Res.pen +8% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Aerithra the Murkmarrow (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +3% darkness ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +6% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethuba the pair of rough leather boots (0 def, 7 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +7 Resists +5% lightning +6% temporal +6% fire Disarm- +10% A pair of boots made of leather. |
pair of drakeskin leather boots 'Brenuradar' (0 def, 12 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Mag +2 Wil +9 Lck dps ---------- Phasing +30% ----- def ----- Armour +12 Resists +19% lightning +12% temporal +10% cold +7% fire +7% acid Stealth +10 ---------- misc Mana/s.crit +2.00 A pair of boots made of leather. |
pair of rough leather boots 'Belonarithad' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Cun +1 Con dps ---------- Res.pen +15% physical ----- def ----- Armour +1 Phys.save +12 (+6 eff.) Mind.save +11 (+6 eff.) ---------- misc Stam/turn +3.00 A pair of boots made of leather. |
hardened leather gloves 'Kygarim' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Str +2 Mag +4 Con dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Crit.dmg- 15.00% HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +23.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pitchrend the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Fatigue +1% Resists +3% light +6% lightning ---------- misc Light +3 A cap made of leather. |
grounding rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
iron helm 'Adowyn' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Phys.pwr +5 (+3 eff.) Acc +5 (+2 eff.) Apr +5 Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +5% Resists +2% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego++] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +8% Resists +15% blight +10% darkness Phys.save +7 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.70 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +12 (+6 eff.) A suit of armour made of mail. |
quiver of ash arrows of erosion (15/15, 22-31 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 15 Ranged+ +15 nature Arrows are used with bows to pierce your foes to death. |
6 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. |
56 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. |
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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Radhigas the iron pickaxe (dig speed 20 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str +5 Dex dps ---------- Crit.mult +10.00% Dmg.mod +6% mind +6% fire Res.pen +25% physical Apr +2 ----- def ----- Mind.save +7 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 36 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. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 28.38 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
innervating elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
5 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. |
5 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lyrerva the Higher Archmage level 11
3rd Flare 122nd year of Ascendancy at 18:50 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Lyrerva the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 05:03 see stats
Matrix style! (Nightmare (Roguelike) difficulty)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Lyrerva the Higher Archmage level 5
75th Pyre 122nd year of Ascendancy at 08:44 see stats
Orbituary (Nightmare (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Lyrerva the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 05:10 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Lyrerva the Higher Archmage level 6
77th Pyre 122nd year of Ascendancy at 01:34 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lyrerva the Higher Archmage level 17
22nd Dusk 122nd year of Ascendancy at 22:07 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Lyrerva the Higher Archmage level 17
23rd Dusk 122nd year of Ascendancy at 06:30 see stats
Log
Talent Ice Shards is ready to use.
Talent Nova is ready to use.
Ghoulish rat resists!
Lyrerva's ice storm area effect hits Ghoulish rat for (12 to ice), 18 cold (18 total damage).
Ghoulish rat is free from the ice.
Lyrerva casts Chain Lightning.
Lyrerva's spell attains critical power!
Lyrerva hits Ghoulish rat for 424 lightning damage.
Lyrerva killed Ghoulish rat!
Rat Lich's creeping dark hits Lyrerva for (23 ignored), 0 darkness (0 total damage).
Resting starts...
Talent Born into Magic is ready to use.
Talent Illuminate is ready to use.
Rested for 1 turns (stop reason: taken damage).
Something hits Lyrerva for 54 darkness damage.
Rat Lich's darkness area effect hits Lyrerva for 27 darkness damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Rat Lich's darkness area effect hits Lyrerva for 27 darkness damage.
Resting starts...
Lyrerva is no longer transformed.
Rested for 1 turns (stop reason: taken damage).
Rat Lich's darkness area effect hits Lyrerva for 27 darkness damage.
Something hits Lyrerva for 143 darkness damage.
Lyrerva the level 19 higher archmage was shadowed to death by a Rat Lich on level 1 of Forsaken Crypt.








































































































