










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. 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.
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:
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: 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. Items Vault 1.7.6Donators/Buyers bonus! 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 25 / 37% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 77 (base 55) |
| Willpower | 62 (base 51) |
| Cunning | 20 (base 11) |
Resources
| Life | 511/511 |
| Mana | 297/297 |
| Healing Factor | 1.1660311219418 |
| Regeneration | 4.8390291560583 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 15 |
| Crit Chance | 14% |
| APR | 5 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 17% |
| Speed | 1 |
| Cooldown Reduction | 6.6666666666667 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Arcane | +28% |
| Cold | +9% |
| All | 0% |
| Darkness | +15% |
| Light | +9% |
| Physical | +17% |
| Mind | +9% |
| Fire | +11% |
| Lightning | +48% |
Offense: Damage Penetration
| Arcane | +15% |
| Light | +15% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 27 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 42 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 21%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 20%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 35%( 70%) |
| Lightning | + 52%( 70%) |
Defense: Immunities
| Pinning Resistance | 73% |
| Disarm Resistance | 20% |
| Stun Resistance | 37% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| 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 mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 (115 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 506% 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 Constitution stat. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Spell / Thaumaturgy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Multicaster |
| talent | Shielding |
| talent | Feather Wind |
| talent | Spellcraft |
| talent | Arcane Power |
| talent | Arcane Shield |
| talent | Disruption Shield |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by ICastTheSpells. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Elann the snow giant boulder thrower. Escort: temporal explorer (level 1 of Daikara) | failed |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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 |
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 | pair of rough leather boots 'Bleakwild' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +9% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Armor +3 Resistance +3% darkness other ------- Infravision +1 A pair of boots made of leather. |
| Light source | Tundraoracle1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Dex +2 Mag +4 Cun +2 Con defense ------ Resistance +6% cold Crit Resistance 10.00% Life +40.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | eldritch linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.90 Mana when Hit +0.80 Max mana +44.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Salybeth [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Resistance +3% mind Silence Resist +20% Disarm Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (171 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Iseldawe the Glinthunter0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning +3% cold +15% arcane Ignore resists +15% light When Hit 4 light defense ------ Resistance +22% lightning Rings make your fingers look great! |
| On fingers | Aerura the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +3 Mag +2 Wil offense ------ Damage +3% blight +9% physical defense ------ Spell save +15 (+5 eff.) Rings make your fingers look great! |
| Around waist | hardened leather belt 'Aluredan'1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +5 Cun +3 Con offense ------ Physical Crit +7.0% Mind Crit +7% Mindpower +4 (+2 eff.) defense ------ Resistance +13% acid +7% fire +7% lightning +7% cold Physical save +8 (+4 eff.) Life +40.00 A belt that goes around your waist. |
| In main hand | elven-wood starstaff 'Gorurab' (129% power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Spellpower +24 (+6 eff.) Spellpower/crit +7 Damage +25% lightning Ignore resists +15% arcane Ignore Shields +44% defense ------ Defense +15 (+7 eff.) Shield Power +10% other ------- Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 36.46 to 43.75 lightning damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Mayiwyn the Icerupture (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag +4 Wil offense ------ Physical Power +8 (+4 eff.) Spellpower +4 (+1 eff.) On-Hit 6 darkness 6 arcane Damage +6% darkness +6% cold +4% arcane +3% mind Ignore resists +10% cold When Hit 4 cold defense ------ Armor +2 Resistance +9% darkness +3% arcane Unarmed combat: Weapon Damage 122% 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-hit +9 arcane On Hit: 20% Moonlight Ray level 3 On Hit: 10% Manathrust level 3 On Hit: * 7% chance to reduce damage dealt by 20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Sunbreak' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: offense ------ Damage +12% lightning +11% fire +6% mind When Hit 6 fire defense ------ Resistance +18% lightning +22% fire +5% blight +9% all Life +40.00 Life Regen +1.90 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Vorita (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +4 Wil offense ------ Damage +9% arcane defense ------ Defense +1 (+0 eff.) other ------- Max mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Starwell'0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +6 (+3 eff.) Combat Speed +10% Damage +9% light +8% physical defense ------ Defense +10 (+5 eff.) Physical save +12 (+6 eff.) Life +40.00 Life Regen +2.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Amulets make your neck look great! |
Inventory
regeneration infusion of the wizard (heal 372; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 19%; mental; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the sneak (regen 1036% over 10 turns; mana 52; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 1036% for 10 turns (145 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 219; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 4 turns and blocking 219 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 184; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 4 turns and blocking 184 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 452; dur 5; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 452 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Snowfurnace0.1 Encumbrance T1 amulet jewelry [Rare] Psionic While equipped: Stats +4 Cun +2 Wil offense ------ Mindpower +6 (+3 eff.) Ignore resists +10% cold On-Hit (Melee): * 10% chance to reduce armor by 38% defense ------ Mind save +15 (+7 eff.) Confus Resist +11% other ------- EQ when Hit +0.08 Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
Hagorn the Serpentcutter0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun offense ------ Damage +11% blight +3% arcane Ignore resists +15% nature defense ------ Resistance +11% blight Rings make your fingers look great! |
Eclipse (117% power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+3 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
ash magestaff 'Blastmire' (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +10.00% Physical Power +15 (+8 eff.) Spellpower +6 (+1 eff.) Damage +27% lightning Ignore resists +5% cold defense ------ Defense +10 (+5 eff.) Unlife -80.00 life other ------- Stamina/turn +2.00 Mana/turn +0.14 Max mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of wizardry (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +9 (+2 eff.) Damage +15% lightning other ------- Max mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Frozenoracle' (100% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning defense ------ Defense +25 (+12 eff.) Resistance +3% lightning +3% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 103.66 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 elm starstaff of might (104% power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 105% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +5 (+1 eff.) Damage +12% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (125% power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+2 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+7 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.3 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 19.17 cold damage and 20.58 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Getavon1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+3 eff.) When Hit 6 physical defense ------ Resistance +5% lightning +5% temporal Physical save +3 (+2 eff.) Life +80.00 Teleport Resist +10% A belt that goes around your waist. |
Rharach the Glowwilder1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% light On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +3% lightning +3% cold Spell save +9 (+3 eff.) Life +32.00 A belt that goes around your waist. |
grounding rough leather belt1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +5% temporal A belt that goes around your waist. |
Sootkiss the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Damage +21% light On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Resistance +3% darkness +6% fire +18% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Blastbile' (3 def, 2 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +13% light +13% darkness Ignore resists +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +19% darkness +19% light +9% all Physical save +15 (+8 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Morningmaim (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% temporal Ignore resists +10% mind +10% light defense ------ Armor +1 Resistance +6% fire +3% mind +5% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 112.31 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
rough leather cap 'Barifang' (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Spell Crit +1% Spellpower/crit +2 Ignore resists +5% blight +5% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Armor +3 Fatigue +1% other ------- Max vim +10.00 Infravision +2 A cap made of leather. |
7 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. |
383 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. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Freezedash (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +20 (+10 eff.) Damage +6% cold defense ------ Resistance +9% light +3% temporal Physical save +12 (+6 eff.) Life +26.00 other ------- Max stamina +23.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Samuran (dig speed 6 turns)3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +2 Str +3 Dex offense ------ Spell Crit +4% Critical power +13.00% Physical Power +12 (+6 eff.) Spellpower +5 (+1 eff.) Move Speed +10% Ignore Armor +6 defense ------ Resistance +7% darkness +6% fire Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana-on-crit +2.00 Max mana +40.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Rootfiend' (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% nature defense ------ Armor +4 Resistance +12% darkness +1% physical Crit Resistance 5.00% Physical save +9 (+5 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Olezilastir the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Resistance +3% fire Crit Resistance 10.00% Mind save +6 (+3 eff.) Unlife -20.00 life Life Regen +4.00 Confus Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 See Stealth +6 See Invisibility +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. |
Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 35.65 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 268/400 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. |
evasive steel torque of psionic shield [power 49] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psionic shield [power 99] (31 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 31 turn cooldown Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick elm wand of lightning storm [power 104] (12 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 30 lightning damage and will be dazed for 1 turn (153 total damage) Puts all charms on 12 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 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. |
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. |
5 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
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By ICastTheSpells the Higher Archmage level 23
30th Dusk 122nd year of Ascendancy at 19:27 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By ICastTheSpells the Higher Archmage level 23
30th Dusk 122nd year of Ascendancy at 08:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ICastTheSpells the Higher Archmage level 10
1st Mirth 122nd year of Ascendancy at 14:36 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ICastTheSpells the Higher Archmage level 20
11st Dusk 122nd year of Ascendancy at 22:59 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By ICastTheSpells the Higher Archmage level 2
75th Pyre 122nd year of Ascendancy at 02:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By ICastTheSpells the Higher Archmage level 21
18th Dusk 122nd year of Ascendancy at 01:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ICastTheSpells the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 12:32 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ICastTheSpells the Higher Archmage level 23
31st Dusk 122nd year of Ascendancy at 04:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ICastTheSpells the Higher Archmage level 16
2nd Flare 122nd year of Ascendancy at 17:07 see stats
Log
Rested for 1 turns (stop reason: all resources and life at maximum).
ICastTheSpells activates Disruption Shield.
Space around you starts to dissolve...
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 37 turns (stop reason: saving).
There is a Passageway into the Daikara here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 41st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Saving done.
Today is the 42nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 43rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 44th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
There is a Very old halfling ruins here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
The furious lightning storm around ICastTheSpells calms down and disappears.





































































































