










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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:
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 | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 20 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Betadavea the fire drake hatchling at level 20 on the 3rd Regrowth 123rd year of Ascendancy at 01:40 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 60 (base 48) |
| Willpower | 47 (base 40) |
| Cunning | 12 (base 11) |
Resources
| Life | -246/467 |
| Mana | 72/478 |
| Healing Factor | 1.1811363549267 |
| Regeneration | 3.6024658825264 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.9984014443253E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 7 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 22 |
| Crit Chance | 4% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 21% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Physical | +18% |
| Arcane | +21% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Fire | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 13 (37.65183292883%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 45 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 10%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 21% |
| Knockback Resistance | 21% |
| Stun Resistance | 20% |
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 204.24 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 78 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 (56 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 22 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. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 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. | active |
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 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)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. 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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed minotaur nose. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 red crystal shard. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within20 lumberjacks have died. | done |
Equipment
| On feet | Cobrafiend (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ When Hit 4 nature defense ------ Armor +3 Fatigue +2% Resistance +9% acid +3% fire +3% cold Silence Resist +20% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Radiancestriker the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% physical Ignore resists +5% physical When Hit 2 light defense ------ Physical save +18 (+7 eff.) Life +42.00 other ------- 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 | Heatbreeze the linen wizard hat (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Mind Crit +1% Damage +12% physical Ignore resists +10% fire defense ------ Armor +4 Defense +1 (+1 eff.) Resistance +13% physical A pointy cloth hat, very wizardly... |
| Tool | Eilinatha (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str defense ------ Resistance +5% arcane Life +100.00 other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) Life +22.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
| On fingers | copper ring 'Rootclash'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Str +2 Dex +3 Wil +3 Con offense ------ When Hit 6 nature defense ------ Blind Resist +24% other ------- Infravision +4 See Stealth +7 See Invis +9 Rings make your fingers look great! |
| Around waist | Eilinadabeth the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Con offense ------ Mindpower +10 (+5 eff.) Ignore resists +5% mind defense ------ Resistance +6% acid Mind save +3 (+2 eff.) Life Regen +2.80 Healmod +11% Stun Resist +20% A belt that goes around your waist. |
| In main hand | Arigolin (111% power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +6 (+2 eff.) Damage +15% arcane defense ------ Armor +4 Hardiness +2% Resistance +12% cold Physical save +18 (+7 eff.) Spell save +12 (+4 eff.) Mind save +13 (+7 eff.) Life +20.00 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Zeladar' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +6% arcane Ignore Shields +30% Accuracy +13 (+7 eff.) defense ------ Armor +2 Fatigue +3% Spell save +12 (+4 eff.) other ------- Mana/turn +0.18 Max mana +60.00 Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% On-hit +17 arcane On-crit, radius 2 +8 arcane On Hit: 10% Elemental Bolt 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Globa the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +4 Wil offense ------ Spell Crit +1% Damage +11% acid defense ------ Resistance +16% acid +7% all Spell save +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | resilient kruk cloak (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Nature While equipped: defense ------ Life +34.00 A stylish kruk-style cloak, to look awesome. |
| Around neck | Emunne the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Con +3 Mag offense ------ Damage +12% mind Ignore resists +10% physical defense ------ Life +20.00 Silence Resist +10% other ------- Stamina/turn +2.00 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Gorewarden0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +7 (+4 eff.) Damage +6% nature +9% mind On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Resistance +12% darkness +3% nature +12% light Physical save +15 (+6 eff.) Spell save +10 (+4 eff.) Mind save +17 (+9 eff.) Blind Resist +23% Confus Resist +12% Amulets make your neck look great! |
enhanced steel dagger of massacre (117% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Str +4 Dex +4 Mag +5 Wil +4 Cun +4 Con Sharp, short and deadly. |
gifted pulsing mindstar (107% power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +12 (+6 eff.) other ------- 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. |
ash vilestaff 'Saluriavena' (111% power, 3 apr, acid element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Dex +2 Mag +1 Wil offense ------ Physical Crit +6.0% Spell Crit +10% Physical Power +6 (+6 eff.) Spellpower +16 (+5 eff.) Damage +15% acid Accuracy +6 (+3 eff.) defense ------ Resistance +2% physical Physical save +7 (+3 eff.) Spell save +11 (+4 eff.) Mind save +6 (+3 eff.) other ------- Max mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff of might (100% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +3 (+1 eff.) Damage +10% lightning other ------- Mana/turn +0.10 Max mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Fogcutter the iron waraxe (105% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +4 nature While equipped: Stats +7 Con +6 Wil offense ------ Damage +3% darkness Ignore resists +10% acid When Hit 2 acid On-Hit (Melee): * 10% chance to reduce armor by 33% defense ------ Resistance +6% darkness Life +10.00 One-handed war axes. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather gloves 'Cyrynor' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature While equipped: Stats +1 Mag offense ------ Spellpower +15 (+5 eff.) On-Hit 8 lightning 7 fire 7 nature Damage +3% lightning +3% fire +3% nature defense ------ Armor +2 Resistance +6% lightning +6% fire +6% nature other ------- Max stamina +30.00 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +5 lightning +7 fire +11 nature On Hit: 10% Fire Breath 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shockbane the rough leather cap (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Physical Power +10 (+8 eff.) Ignore resists +15% temporal defense ------ Armor +1 Defense +5 (+3 eff.) Fatigue +1% Resistance +3% lightning +6% temporal A cap made of leather. |
agate0.0 Encumbrance 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. |
73 alchemist agate0.0 Encumbrance 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. |
iron pickaxe 'Cleansezeal' (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +9% darkness When Hit 2 nature On-Hit (Melee): * 10% chance to slow global speed by 48% * 20 arcane resource burn defense ------ Resistance +3% nature Life +20.00 other ------- Max stamina +17.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Magmawinnow the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Str +1 Cun +2 Con offense ------ Spellpower +5 (+2 eff.) Damage +6% blight +3% fire other ------- 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
Ce'Nytta the ash totem of healing [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +3 Con offense ------ Physical Crit +1.0% Ignore resists +5% physical defense ------ Unlife -40.00 life Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 27% for 2 turns. 100% to gain a 11% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
overpowered yew wand of shielding [power 446] (27 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 27 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 Kwinge the Cornac Archmage level 17
69th Haze 122nd year of Ascendancy at 08:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kwinge the Cornac Archmage level 10
7th Haze 122nd year of Ascendancy at 13:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Kwinge the Cornac Archmage level 20
79th Haze 122nd year of Ascendancy at 15:57 see stats
Matrix style! (Insane (Roguelike) difficulty)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Kwinge the Cornac Archmage level 6
75th Pyre 122nd year of Ascendancy at 17:25 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Kwinge the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 06:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kwinge the Cornac Archmage level 6
7th Dusk 122nd year of Ascendancy at 18:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kwinge the Cornac Archmage level 16
54th Haze 122nd year of Ascendancy at 07:03 see stats
Log
Betadavea the fire drake hatchling's Shoot performs a ranged critical strike against Kwinge!
Betadavea the fire drake hatchling's Shoot hits Kwinge for 125 physical, 7 cold (132 total damage).
Betadavea the fire drake hatchling shoots!
Talent Flame is ready to use.
Deep Wound from Betadavea the fire drake hatchling hits Kwinge for 26 physical damage.
Burning from Kwinge hits Betadavea the fire drake hatchling for (7 flat reduction), 0 fire (0 total damage).
Betadavea the fire drake hatchling's Shoot hits Kwinge for 94 physical, 7 cold (101 total damage).
Betadavea the fire drake hatchling uses Swift Shot.
Talent Manathrust is ready to use.
Deep Wound from Betadavea the fire drake hatchling hits Kwinge for 26 physical damage.
Kwinge casts Arcane Reconstruction.
A shield forms around Kwinge.
Kwinge receives 188 healing.
Betadavea the fire drake hatchling shoots!
Betadavea the fire drake hatchling stops burning.
Betadavea the fire drake hatchling's Swift Shot performs a ranged critical strike against Kwinge!
Your shield crumbles under the damage!
The shield around Kwinge crumbles.
Betadavea the fire drake hatchling's Swift Shot hits Kwinge for (104 absorbed), 118 physical, 7 cold (125 total damage).
Betadavea the fire drake hatchling's Shoot hits Kwinge for 93 physical, 7 cold (100 total damage).
Betadavea the fire drake hatchling uses Hurricane Shot.
Talent Lightning is ready to use.
Talent Chain Lightning is ready to use.
Talent Temporal Shield is ready to use.
Deep Wound from Betadavea the fire drake hatchling hits Kwinge for 26 physical damage.
Betadavea the fire drake hatchling's Hurricane Shot performs a ranged critical strike against Kwinge!
Betadavea the fire drake hatchling's Hurricane Shot hits Kwinge for 184 physical damage.
Betadavea the fire drake hatchling's Hurricane Shot hits Kwinge for 117 physical, 7 cold (124 total damage).
Kwinge the level 20 cornac archmage was maimed to death by Betadavea the fire drake hatchling on level 1 of Lost land of Poosh.




















































































