







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Simple Font Floating Text 1.1.5Changes the floating text to a different font 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. 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:
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 Items Vault 1.7.6Donators/Buyers bonus! 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. 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 | Skeleton |
| Class | Archmage |
| Level / Exp | 18 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Mayamira the dredgling at level 18 on the 20th Dusk 122nd year of Ascendancy at 12:00 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 54 (base 46) |
| Willpower | 39 (base 34) |
| Cunning | 13 (base 13) |
Resources
| Life | -78/376 |
| Mana | 8/404 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 12 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Physical | +3% |
| Lightning | +12% |
| Cold | +6% |
| Arcane | +15% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +20% |
| Lightning | +5% |
| Fire | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 1 |
| Physical Save | 19 |
| Spell Save | 37 |
| Mental Save | 22 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Temporal | + 14%( 70%) |
| Fire | + 33%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 34%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 413 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 99 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (49 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Gyduyon. Escort: lone alchemist (level 3 of Trollmire) | failed |
You failed to protect the lost defiler from death by Belusekira the large brown snake. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost defiler from death by Gyduyon. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | 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 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 |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Eleseriatta the Flashdash (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Mag +3 Wil +4 Con offense ------ Damage +12% lightning defense ------ Armor +1 Resistance +6% lightning +6% temporal other ------- Light +2 A pair of boots made of leather. |
| Light source | Blizzardraze2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Spell Crit +5% Damage +3% cold When Hit 2 arcane defense ------ Life +40.00 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 | rough leather cap 'Cloudrip' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% fire +6% cold Spell save +15 (+6 eff.) other ------- Max mana +40.00 A cap made of leather. |
| Tool | Elimira the elm totem of thorny skin [power 17] (20 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Damage +3% physical defense ------ Crit Resistance 15.00% Poison Resist +20% Pinning Resist +10% Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 turn cooldown 100% to heal for 39. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's steel ring of arcana (+0.10/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
| On fingers | warrior's steel ring of fire (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +10% fire defense ------ Armor +6 Resistance +20% fire Rings make your fingers look great! |
| Around waist | Snowoblivion1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% cold Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Resistance +21% cold Life +30.00 A belt that goes around your waist. |
| In main hand | ash vilestaff 'Furnacesmasher' (117% power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 117% 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 +16.00% Spellpower +12 (+4 eff.) Mindpower +15 (+6 eff.) On-Hit 21 fire Damage +18% acid Ignore resists +10% fire defense ------ Armor +6 Defense +7 (+7 eff.) other ------- Hate-on-crit +1.00 See Invisibility +7 Wards +3 acid Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Arcripper0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Wil +4 Con offense ------ Ignore resists +20% arcane +5% lightning Amulets make your neck look great! |
Inventory
blink rune of the wizard (range 6; phase 21; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
teleportation rune of the warrior (range 60; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 60 with a minimum range of 15. 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. |
Miresorrow the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Cun +1 Con defense ------ Resistance +10% mind +6% nature Confus Resist +22% other ------- Infravision +3 Amulets make your neck look great! |
restful steel amulet of mastery (0.19 Spell / Earth)0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +1.00 other ------- Masteries +0.19 Spell/Earth Amulets make your neck look great! |
Belogonik the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% lightning +22% fire +5% arcane +3% acid Rings make your fingers look great! |
Elubretira the Smolderlord0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +5 Dex +1 Wil +7 Cun offense ------ Accuracy +6 (+6 eff.) When Hit 10 fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +3% fire Rings make your fingers look great! |
copper amethyst ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Accuracy +8 (+7 eff.) Ignore Armor +8 defense ------ Defense +8 (+8 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring 'Mayebremira'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +7 Cun defense ------ Defense +6 (+6 eff.) Resistance +3% acid Spell save +3 (+1 eff.) Life Regen +4.00 Stun Resist +10% Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +22% Pinning Resist +23% Knockbk Resist +21% Rings make your fingers look great! |
Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
nature's vined mindstar of balance (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 85% 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 +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +4% blight Physical save +4 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Disease Resist +11% other ------- EQ when Hit +0.70 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. |
vined mindstar (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 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 magestaff 'Roottide' (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master 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 +11% Critical power +10.00% Spellpower +6 (+2 eff.) Damage +15% lightning When Hit 2 mind On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Armor +4 Defense +5 (+5 eff.) Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- EQ when Hit +0.04 Psi when Hit +0.04 Max hate +4.00 Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Higokhad the Barksin1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +3% nature Ignore resists +5% darkness Against +16% Summoned When Hit 4 light On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Resistance +9% nature +3% light Resist Against +18% Summoned A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
linen cloak 'Duskveil' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Con offense ------ Damage +9% physical Ignore Armor +3 defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +6% darkness +12% cold Physical save +12 (+6 eff.) Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Xaninne' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Mag +4 Cun +1 Con defense ------ Defense +1 (+1 eff.) Resistance +6% nature +9% fire +6% light +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+5 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+10 eff.) Resistance +25% nature +13% all Physical save +15 (+8 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+10 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
woollen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betussra the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +2% Resistance +18% fire Healmod +10% Pinning Resist +10% Teleport Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boltfurnace (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% lightning +6% fire Ignore resists +25% lightning +10% mind defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
Duvoharagas the Tidebore (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Dex +2 Wil +3 Cun offense ------ Ignore resists +15% cold defense ------ Armor +1 Resistance +3% physical Physical save +15 (+8 eff.) Spell save +7 (+3 eff.) Mind save +5 (+3 eff.) A pair of boots made of leather. |
Emoreba the Flareblood (0 def, 9 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Arcane While equipped: offense ------ Mind Crit +3% Damage +3% mind defense ------ Armor +9 Fatigue +2% Resistance +3% fire +3% mind +3% temporal Spell save +9 (+4 eff.) Silence Resist +22% Confus Resist +22% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +2 other ------- Infravision +1 A pair of boots made of leather. |
Cloudspawner (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +9% fire When Hit 2 lightning defense ------ Armor +1 Fatigue +1% Resistance +3% darkness +3% blight Life +60.00 Disease Resist +10% A cap made of leather. |
Khelusin the Cloudkiller (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Con +3 Mag offense ------ Damage +9% physical When Hit 2 lightning defense ------ Defense +1 (+1 eff.) Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Porema the Unlightkin (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Damage +6% blight +6% darkness Ignore resists +15% darkness +20% cold When Hit 8 cold defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Relgudunarim the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Mag +2 Wil +3 Con offense ------ Damage +3% temporal defense ------ Armor +1 Fatigue +1% Resistance +3% acid Physical save +10 (+5 eff.) A cap made of leather. |
linen wizard hat 'Hazebrace' (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Ignore resists +5% physical Ignore Armor +5 defense ------ Defense +6 (+6 eff.) Resistance +6% cold Mind save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +2.00 A pointy cloth hat, very wizardly... |
cured leather armour of fire resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +16% fire A suit of armour made of leather. |
9 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. |
114 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. |
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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Flamewill the ash totem of thorny skin [power 27] (20 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% fire On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Resistance +3% fire Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Torosta the elm totem of summon tentacle [power 100] (25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Critical power +5.00% defense ------ Defense +30 (+19 eff.) Unlife -20.00 life other ------- Light +2 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 244 Base Damage: 115 Armor: 7 All Resist: 3 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
evasive elm wand of lightning storm [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (129 total damage) Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
5 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. |
6 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gyduyon the Skeleton Archmage level 10
8th Mirth 122nd year of Ascendancy at 08:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gyduyon the Skeleton Archmage level 9
6th Mirth 122nd year of Ascendancy at 17:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Gyduyon the Skeleton Archmage level 11
3rd Summertide 122nd year of Ascendancy at 13:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gyduyon the Skeleton Archmage level 16
9th Dusk 122nd year of Ascendancy at 01:32 see stats
Log
Grappling hits Gyduyon for (2 absorbed), 0 physical (0 total damage).
Grappled from Mayamira the dredgling hits Gyduyon for (41 absorbed), 0 physical (0 total damage).
Thunderstorm hits Mayamira the dredgling for (6 flat reduction), 0 lightning (0 total damage).
Thunderstorm hits Shadow for 6 lightning damage.
Mayamira the dredgling performs a melee critical strike against Gyduyon!
Mayamira the dredgling breathes sand!
Gyduyon loses sight!
Something hits Gyduyon for (149 absorbed), 0 physical, (7 absorbed), 0 physical, (97 absorbed), 0 physical, (5 absorbed), 0 physical, (5 absorbed), 0 physical (0 total damage).
Gyduyon misses Something.
Your shield crumbles under the damage!
The shield around Gyduyon crumbles.
Talent Lightning is ready to use.
Talent Shock is ready to use.
Talent Flame is ready to use.
Talent Nova is ready to use.
Grappled from Mayamira the dredgling hits Gyduyon for (31 absorbed), 10 physical (10 total damage).
Something hits Gyduyon for 108 physical, 7 physical, 5 physical (120 total damage).
Grappled from Mayamira the dredgling hits Gyduyon for 41 physical damage.
Something hits Gyduyon for 30 temporal, 34 physical (65 total damage).
Gyduyon is free from the grapple.
Gyduyon is not stunned anymore.
Talent Manathrust is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Grappling hits Gyduyon for 0 physical damage.
Something hits Gyduyon for 103 physical damage.
Gyduyon the level 18 skeleton archmage was minced to death by Mayamira the dredgling on level 1 of The Maze.
The furious lightning storm around Gyduyon calms down and disappears.

























































































