












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 15 / 68% |
| Size | small |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 15 on the 36th Dusk 122nd year of Ascendancy at 15:35 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 54 (base 41) |
| Constitution | 22 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 15) |
| Cunning | 32 (base 23) |
Resources
| Life | -13/398 |
| Stamina | 164/180 |
| Equilibrium | 13 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 33.300608049406 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 48 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +19% |
| Lightning | +10% |
| Fire | +12% |
| Temporal | +6% |
| Cold | +25% |
| Arcane | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Temporal | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (79.687909656376%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 24 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 19%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 54%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 24%( 70%) |
| Lightning | + 27%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 0/14 |
| 0/33 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning 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)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * '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.' * You've found the needed bear paw. * You've found the needed sandworm tooth. 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 warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Manudin the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Res.pen +20% blight ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Mana/turn +0.08 Equi/ret +0.04 Hate/m.crit +2.00 Max.mana +20.00 A pair of boots made of leather. |
| Quiver | tundral pouch of iron shots of erosion (11/18, 17-20 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 17.0 - 20.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +7 nature +8 cold On Crit.r2 +5 cold Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold 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 28.61 to 85.84 lightning damage (57.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+3 eff.) ----- 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. |
| Tool | Radhegalen (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +9% lightning +6% fire +6% mind Teleport- +10% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Flarevengeance'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +12% fire +12% cold Melee Ret 4 cold ----- def ----- Resists +24% cold ---------- misc See.Invis +3 Rings make your fingers look great! |
| Around neck | starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +11% darkness Blind- +20% Amulets make your neck look great! |
| In main hand | halfling cured leather sling of enduring4.0 T2 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +6 Con +6 Wil dps ---------- Dmg.mod +8% physical ----- def ----- Max.HP +29.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Demonwitch'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold +6% temporal Res.pen +5% temporal Melee Ret 2 darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +9 (+3 eff.) Resists +6% temporal Stealth +6 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | linen cloak 'Emeluth' (16 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +6% arcane +6% mind Apr +1 ----- def ----- Defense +16 (+5 eff.) Phys.save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's linen robe of the mountain (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical +11% darkness +10% blight +11% mind +7% all Phys.save +11 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +22 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. It was hardened by the digestive sack. |
Inventory
movement infusion of the duelist (speed 562%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 562% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 270; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 270 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune (damage 52; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 52.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 10; resist 13%; move 31%; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 13% all resistance, you move 31% faster, and you are invisible (power 10). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% darkness Acc +6 (+2 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
steel ring of arcana (+0.11/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +26% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
acidic steel battleaxe (20-29 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
enhanced steel battleaxe (24-35 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Nature Power 23.5 - 35.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +6 Mag +6 Wil +7 Cun +6 Con Massive two-handed battleaxes. |
steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
chilling steel greatmaul of daylight (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 light +13 cold Against +7% Undead Massive two-handed mauls. |
chilling steel greatsword of phasing (27-43 power, 15 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Power 27.0 - 43.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +15 Crit +3.0% Atk.spd 100% Phasing +14% Melee+ +10 cold Massive two-handed swords. |
Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
caustic ash longbow of dampening4.0 T2 longbow 2H weapon [Ego+] Nature/Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +12 acid +8 nature While equipped: dps ---------- Res.pen +11% acid +14% nature Apr +11 ----- def ----- Resists +14% acid +11% lightning +11% cold +12% fire +5% all Spell.save +9 (+5 eff.) Longbows are used to shoot arrows at your foes. |
ranger's ash longbow of fire4.0 T2 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 fire While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% fire Longbows are used to shoot arrows at your foes. |
warbringer's steel longsword of erosion (16-22 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Nature/Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature While equipped: Stats +1 Con dps ---------- Phys.pwr +7 (+4 eff.) Res.pen +5% physical ----- def ----- Disarm- +10% Sharp, long, and deadly. |
steel mace of corruption (12-17 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego+] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: 20% Curse of Death 2 Blunt and deadly. |
Uryldil the Abyssreeve (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +8 fire While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight +9% fire +6% acid Phys.save +2 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+1 eff.) Disease- +12% ---------- misc Equi/ret +0.60 Hate/kill +2.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 44.52 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
nature's vined mindstar (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling of cold4.0 T2 sling 1H weapon [Ego] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 cold While equipped: dps ---------- Dmg.mod +8% cold Slings are used to hurl stones or metal shots at your foes. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
stormbringer's cured leather sling of piercing4.0 T2 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +5 lightning +10 cold While equipped: dps ---------- Mov.spd +24% Res.pen +6% lightning +8% cold +5% all Acc +5 (+1 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater ash starstaff of illumination (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane/Nature 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 +10 (+5 eff.) Dmg.mod +15% physical +15% temporal +15% darkness +15% light ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 41.84 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (18-22 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+4 eff.) Dmg.mod +18% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 1H weapon Reqs Mag 16 [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing iron waraxe of paradox (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ----- def ----- Resists +6% temporal One-handed war axes. |
insulating rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Resists +5% fire +5% cold Mind.save +5 (+2 eff.) A belt that goes around your waist. |
nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Resists +6% light +6% darkness Mind.save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Morningminister'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +3% cold Res.pen +5% light +15% cold ----- def ----- Resists +3% light HP.reg +0.80 Heal.mod +10% A belt that goes around your waist. |
Chillbearer the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% cold On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Defense +7 (+2 eff.) Resists +3% blight +3% cold +5% arcane +3% lightning Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) ----- def ----- Resists +9% all Spell.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of darkness (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +9% all Spell.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+2 eff.) Mov.spd +25% Apr +4 ----- def ----- Armour +1 A pair of boots made of leather. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +5% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
blighted dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 7 blight Dmg.mod +3% blight ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
polar hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 7 cold Dmg.mod +3% arcane +4% cold ----- def ----- Armour +2 Resists +6% cold 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. |
Deepsbreak (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +2 Mag +2 Cun +3 Con dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% cold A pointy cloth hat, very wizardly... |
Fulemnir the rough leather cap (0 def, 9 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) Apr +1 Melee Ret 2 physical ----- def ----- Armour +9 Fatigue +1% Phys.save +9 (+5 eff.) Die.at -20.00 life A cap made of leather. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+0 eff.) Resists +16% acid A pointy cloth hat, very wizardly... |
stabilizing hardened leather cap of constitution (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+6 eff.) A cap made of leather. |
Ivekira the Blindseam (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Res.pen +5% darkness ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% blight +5% physical +27% darkness Phys.save +11 (+6 eff.) Max.HP +56.00 HP.reg +4.00 Heal.mod +10% ---------- misc Light +3 A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of stability (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +10 (+5 eff.) A suit of armour made of mail. |
cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +5% mind Mind.save +11 (+5 eff.) A suit of armour made of leather. |
prismatic cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +18% cold +12% light +12% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
acidic steel shield (0 def, 4 armour, 19-23 power, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 19.0 - 22.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 On Hit: * 12% chance to reduce armor by 10% While equipped: dps ---------- Melee+ 6 acid Melee Ret 1 acid ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming dwarven-steel shield (0 def, 6 armour, 30-35 power, 88.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +88 On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 5 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 14-17 power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows of erosion (17/17, 20-27 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +8 nature Arrows are used with bows to pierce your foes to death. |
7 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. |
68 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. |
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. |
iron pickaxe (dig speed 39 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. |
miner's iron pickaxe (dig speed 28 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. |
7 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. |
Eclipseworth the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +6% darkness Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +3% acid +3% darkness ---------- 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. |
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 clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +5 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 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. |
Barurahell the Starwar (13/13, 13-16 power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 13.0 - 15.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 13 Rld cld 4 Ranged+ +16 light +4 blight On Hit.r1 +8 light On Crit.r2 +4 light +12 cold Shots are used with slings to pummel your foes to death. |
pouch of iron shots of accuracy (24/24, 13-16 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 24 Shots are used with slings to pummel your foes to death. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
4 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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Andorhal the Halfling Skirmisher level 15
29th Dusk 122nd year of Ascendancy at 10:30 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Andorhal the Halfling Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 19:32 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Andorhal the Halfling Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 11:21 see stats
Log
Andorhal's Shoot hits Isywe the orc necromancer for 70 physical, 6 nature, 9 cold (85 total damage).
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior misses Andorhal.
Armoured skeleton warrior misses Andorhal.
Armoured skeleton warrior misses Andorhal.
Shadow casts Fade.
Shadow fades!
Andorhal hits Isywe the orc necromancer for 15 lightning damage.
Andorhal hits Shadow for 0 lightning damage.
Andorhal hits Armoured skeleton warrior for (15 blocked), 0 lightning (0 total damage).
Andorhal hits Armoured skeleton warrior for (12 blocked), 0 lightning (0 total damage).
Andorhal hits Ritch flamespitter for 16 lightning damage.
Andorhal hits Shadow for 0 lightning damage.
Shadow casts Arcane Reconstruction.
Shadow receives 306 healing.
Isywe the orc necromancer uses Willful Strike.
Andorhal was smashed!
Isywe the orc necromancer hits Andorhal for (25 flat reduction), 91 physical, (16 flat reduction), 0 physical (91 total damage).
Andorhal shoots!
Andorhal uses Infusion: Regeneration.
Andorhal starts regenerating health quickly.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior misses Andorhal.
Armoured skeleton warrior performs a melee critical strike against Andorhal!
Armoured skeleton warrior hits Andorhal for (25 flat reduction), 110 physical (110 total damage).
Armoured skeleton warrior hits Andorhal for (25 flat reduction), 156 physical, (9 flat reduction), 0 lightning, (25 flat reduction), 105 physical (262 total damage).
Melee retaliation hits Armoured skeleton warrior for 5 cold, 2 darkness (7 total damage).
Melee retaliation hits Armoured skeleton warrior for 5 cold, 2 darkness, 5 cold, 2 darkness (14 total damage).
Andorhal the level 15 halfling skirmisher was stabbed to death by an armoured skeleton warrior on level 1 of The Maze.



































































































