












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
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:
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 | Shalore |
| Class | Skirmisher |
| Level / Exp | 28 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Aeryma the skeleton magus at level 28 on the 15th Pyre 123rd year of Ascendancy at 01:05 / 1 |
Primary Stats
| Strength | 21 (base 12) |
| Dexterity | 77 (base 60) |
| Constitution | 18 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 24 (base 11) |
| Cunning | 67 (base 53) |
Resources
| Life | -421/780 |
| Stamina | 71/238 |
| Healing Factor | 1.1211363549267 |
| Regeneration | 7.0071022182919 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 42.470072216238 |
| See Invisible | 51.470072216238 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 72 |
| Crit Chance | 34% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +16% |
| Light | +12% |
| Fire | +10% |
| Arcane | +8% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 45 (48.594633868923%) |
| Defense | 76 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 31 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 20% |
| Pinning Resistance | 10% |
| Stun Resistance | 51% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 102 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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 Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost defiler from death by Glynne the giant acid ant. Escort: lost defiler (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by shadow. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved talent Foresight (+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 have explored the Old Forest and vanquished Shardskin. * 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 ice dragon that dwelled there. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed xorn fragment. * '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.' Ungrol 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 vial of elder vampire blood. * You've found the needed minotaur nose. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Mardykalthogorn the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Wil Changes resistances: +9% cold / +6% mind / +3% nature Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+3 eff.) Hate when firing a critical mind attack: +3.00 Only die when reaching: -80.00 life A pair of boots made of leather. |
| Quiver | Scorchcrypt (16/20, 37-44 power, 8 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 37.0 - 44.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +10.0% Capacity: 20 Travel speed: +200% Damage (Ranged): +20 mind / +12 fire Damage (radius 2) on crit: +20 mind / +16 fire Shots are used with slings to pummel your foes to death. |
| Light source | ethereal brass lantern of corpselight =3 mag=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% blight / +6% darkness Spellpower: +9 (+4 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 16 blight damage or heals 25 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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 | Glubeth the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +1 Mag / +3 Con Changes resistances: +7% cold Allows you to breathe in: water Reduces incoming crit damage: 5.00% Only die when reaching: -60.00 life See invisible: +3 A cap made of leather. |
| On hands | hardened leather gloves 'Urthylegas' (0 def, 17 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +17 Reduces incoming crit damage: 15.00% Spell save: +9 (+5 eff.) Mental save: +10 (+4 eff.) Silence immunity: +10% Disarm immunity: +20% Maximum life: +58.00 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. |
| Tool | Xeronn [power 122] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +6% fire Teleport immunity: +20% Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Umbraobeisance the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +16 (+4 eff.) Damage when hit (Melee): 2 arcane Changes stats: +4 Cun Changes resistances: +5% arcane Changes damage: +6% darkness Stun/Freeze immunity: +21% Life regen: +2.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | steel quartz ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +8 (+3 eff.) Changes stats: +6 Str / +3 Dex / +4 Wil / +5 Con Changes resistances: +6% cold / +3% nature / +6% light Spell save: +12 (+6 eff.) Mental save: +8 (+3 eff.) Stun/Freeze immunity: +30% Rings make your fingers look great! |
| Around neck | copper amulet 'Vorawyn'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +5 (+2 eff.) Changes stats: +2 Dex / +3 Wil Physical save: +3 (+1 eff.) Only die when reaching: -80.00 life Amulets make your neck look great! |
| In main hand | Todur the hardened leather slingRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +7 cold / +11 fire Damage (radius 1) on hit: +4 blight Damage (radius 2) on crit: +16 temporal When wielded/worn: Effects on ranged hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 blight Changes stats: +3 Mag Changes resistances penetration: +5% temporal Changes damage: +10% fire / +8% arcane / +12% cold Spellpower: +8 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Wretchwrither'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% temporal / +9% light / +3% nature Pinning immunity: +10% Maximum life: +76.00 Healing mod.: +5% A belt that goes around your waist. |
| In off hand | Lisalrakira the dwarven-steel shield (0 def, 9 armour, 32-39 power, 80 block)Requires: - Shield usage training - Cunning 24 Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +12 temporal / +12 light / +13 darkness When wielded/worn: Armour: +9 Fatigue: +8% Damage (Melee): 8 cold Damage when hit (Melee): 3 ice Changes stats: +6 Cun / +4 Mag Changes resistances: +12% light / +11% darkness Changes damage: +12% light / +10% darkness Talent granted: +1 Block Confusion immunity: +20% Maximum life: +90.00 Handheld deflection devices. |
| Cloak | Radhygavor the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +6% acid / +1% physical / +12% temporal Life regen: +4.00 Maximum life: +56.00 Maximum stamina: +22.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Arular' (10 def, 10 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +7% Changes stats: +5 Str / +5 Dex Changes resistances: +3% darkness / +6% nature / +6% light / +5% arcane Reduces incoming crit damage: 15.00% Physical save: +11 (+5 eff.) Cut immunity: +10% Maximum life: +60.00 A suit of armour made of leather. |
Inventory
regeneration infusion of the sneak (heal 443; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 443 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
savior's steel amulet of manastreaming =2mag=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +12 (+6 eff.) Spell save: +11 (+6 eff.) Mental save: +14 (+5 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +30.00 Amulets make your neck look great! |
Elemental Fury =6 mag=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +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. |
copper opal ring =2 mag=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 21 Damage (Melee): 6 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 21 Damage (Ranged): 6 physical Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +4 Cun / +2 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Spelldrinker (27-35 power, 8 apr) =6 mag=Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Faledig the yew longbow =12 mag=Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +12 Str / +13 Dex / +12 Mag / +11 Wil / +8 Cun / +12 Con Changes resistances: +5% arcane Maximum stamina: +30.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.vined mindstar 'Bokirim' (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +30 (+7 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 21 Changes resistances: +9% nature Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Life regen: +4.00 Hate per kill: +2.00 Psi per kill: +2.00 Only die when reaching: -40.00 life Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +20% It can be used to inflict 52.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 17 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
spiritwalker's rough leather belt of unlife =4 ma=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +7% blight Mana each turn: +0.13 Maximum mana: +20.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ululegund (0 def, 0 armour) =6 mag=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Str / +6 Mag / +11 Wil / +1 Cun Changes resistances: +17% lightning / +15% temporal / +8% darkness / +8% light / +7% blight / +17% cold / +8% fire / +11% all Changes resistances penetration: +5% mind Changes damage: +10% lightning / +13% physical / +15% temporal / +11% cold Physical save: +10 (+5 eff.) Spell save: +24 (+11 eff.) Mental save: +13 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +11% all Changes damage: +5% temporal / +10% arcane / +8% all Disease immunity: +15% Maximum mana: +55.00 Spellpower: +16 (+8 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. It was changed by the digestive sack. |
pair of hardened leather boots 'Dawnvenom' (5 def, 3 armour) =22% stun=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+2 eff.) Armour: +3 Defense: +5 (+2 eff.) Changes resistances: +3% acid / +7% fire / +7% cold Changes resistances penetration: +8% physical Changes damage: +6% light Silence immunity: +24% Confusion immunity: +47% Stun/Freeze immunity: +22% A pair of boots made of leather. |
Marduntir (0 def, 1 armour) =2 mag=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes stats: +3 Dex / +2 Mag / +1 Wil Changes resistances: +5% darkness Changes damage: +4% darkness Reduces incoming crit damage: 10.00% 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. |
starseer's cashmere wizard hat of arcana (2 def, 0 armour) =4 mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +5 Wil Changes damage: +7% light / +8% temporal / +3% darkness / +5% physical Spellpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Aninaritar (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +25 (+9 eff.) Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +3% acid Spell save: +3 (+2 eff.) Life regen: +4.00 Maximum life: +28.00 Healing mod.: +10% A suit of armour made of leather. |
Smolderlady (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +6 Physical crit. chance: +2.0% Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 8 fire Changes stats: +2 Dex / +4 Wil Changes resistances: +12% light / +12% darkness Changes damage: +9% physical Only die when reaching: -40.00 life A suit of armour made of leather. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
281 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Doursorrow' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 27% Damage when hit (Melee): 2 blight Changes stats: +1 Str Changes resistances: +6% darkness Changes damage: +6% acid Mana each turn: +0.04 Maximum mana: +20.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +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. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 21 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Frank the Tank the Shalore Skirmisher level 10
63rd Dusk 122nd year of Ascendancy at 07:34 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Frank the Tank the Shalore Skirmisher level 24
4th Decay 122nd year of Ascendancy at 05:00 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Frank the Tank the Shalore Skirmisher level 23
59th Haze 122nd year of Ascendancy at 08:22 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Frank the Tank the Shalore Skirmisher level 26
34th Regrowth 123rd year of Ascendancy at 03:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Frank the Tank the Shalore Skirmisher level 10
63rd Dusk 122nd year of Ascendancy at 07:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Frank the Tank the Shalore Skirmisher level 20
34th Haze 122nd year of Ascendancy at 22:29 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Frank the Tank the Shalore Skirmisher level 25
19th Regrowth 123rd year of Ascendancy at 22:00 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Frank the Tank the Shalore Skirmisher level 26
31st Regrowth 123rd year of Ascendancy at 16:59 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Frank the Tank the Shalore Skirmisher level 20
36th Haze 122nd year of Ascendancy at 11:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Frank the Tank the Shalore Skirmisher level 5
2nd Summertide 122nd year of Ascendancy at 20:29 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Frank the Tank the Shalore Skirmisher level 27
7th Pyre 123rd year of Ascendancy at 17:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Frank the Tank the Shalore Skirmisher level 9
6th Flare 122nd year of Ascendancy at 20:51 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Frank the Tank the Shalore Skirmisher level 27
6th Pyre 123rd year of Ascendancy at 17:55 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Frank the Tank the Shalore Skirmisher level 22
39th Haze 122nd year of Ascendancy at 12:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Frank the Tank the Shalore Skirmisher level 16
14th Haze 122nd year of Ascendancy at 07:19 see stats
Log
Islenn the runed bone giant's Earthen Missiles hits Frank the Tank for (28 flat reduction), 41 physical, (12 flat reduction), 0 physical (41 total damage).
Frank the Tank uses Kill Shot.
Frank the Tank snipes Aeryma the skeleton magus (+110% weapon bonus for range)!
Lisemiwe the ghoul hits Frank the Tank for (28 flat reduction), 40 fire (40 total damage).
Frank the Tank's Kill Shot performs a ranged critical strike against Aeryma the skeleton magus!
Aeryma the skeleton magus resists the vile poison!
Frank the Tank damages himself through Martyrdom!
Islenn the runed bone giant hits Frank the Tank for (1 flat reduction), 0 temporal, (1 flat reduction), 0 mind, (2 flat reduction), 0 fire, (2 flat reduction), 0 physical, (3 flat reduction), 0 fire, (0 flat reduction), 0 cold, (1 flat reduction), 0 mind, (0 flat reduction), 0 blight, (2 flat reduction), 0 physical, (3 flat reduction), 0 fire, (0 flat reduction), 0 cold, (2 flat reduction), 0 mind, (0 flat reduction), 0 blight (0 total damage).
Aeryma the skeleton magus hits Frank the Tank for (28 flat reduction), 9 physical, (3 flat reduction), 0 fire, (1 flat reduction), 0 cold, (3 flat reduction), 0 mind, (1 flat reduction), 0 blight, (2 flat reduction), 0 temporal, (3 flat reduction), 0 mind, (2 flat reduction), 0 fire (9 total damage).
Frank the Tank's Kill Shot hits Islenn the runed bone giant for 10 temporal, 7 mind, 13 fire (30 total damage).
Frank the Tank's Kill Shot hits Aeryma the skeleton magus for 318 physical, 20 fire, 8 cold, 20 mind, 4 blight, 16 temporal, 20 mind, 14 fire (420 total damage).
Frank the Tank's Counter Shot hits Islenn the runed bone giant for 10 physical, 18 fire, 3 cold, 15 mind, 2 blight (49 total damage).
Frank the Tank's Counter Shot hits Islenn the runed bone giant for 10 physical, 18 fire, 3 cold, 7 mind, 2 blight (41 total damage).
Decrepitude Disease from Lisemiwe the ghoul hits Frank the Tank for (28 flat reduction), 23 blight (23 total damage).
Epidemic from Aeryma the skeleton magus hits Frank the Tank for (28 flat reduction), 42 blight (42 total damage).
Aeryma the skeleton magus casts Manathrust.
Frank the Tank reacts to damage from Aeryma the skeleton magus, mitigating the blow!.
Lisemiwe the ghoul casts Blood Grasp.
Aeryma the skeleton magus hits Frank the Tank for (28 flat reduction), (71 reacted , -5 stam), 94 arcane (94 total damage).
Islenn the runed bone giant casts Strike.
Frank the Tank reacts to damage from Lisemiwe the ghoul's Blood Grasp, mitigating the blow!.
Frank the Tank vanishes from sight.
Frank the Tank deactivates Secrets of the Eternals.
Lisemiwe the ghoul receives 24 healing from Lisemiwe the ghoul's Blood Grasp.
Lisemiwe the ghoul's Blood Grasp hits Frank the Tank for (28 flat reduction), (70 reacted , -5 stam), 92 blight (92 total damage).
Decrepitude Disease from Lisemiwe the ghoul hits Frank the Tank for (28 flat reduction), 19 blight (19 total damage).
Epidemic from Aeryma the skeleton magus hits Frank the Tank for (28 flat reduction), 35 blight (35 total damage).
Aeryma the skeleton magus receives 50 healing from Blood Splash.
Frank the Tank the level 28 shalore skirmisher was diseased to death by Aeryma the skeleton magus on level 4 of Ruined halfling complex.































































































