










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Skirmisher |
| Level / Exp | 19 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Mayorin the alchemist golem at level 19 on the 76th Dusk 122nd year of Ascendancy at 14:35 / 1 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 64 (base 47) |
| Constitution | 12 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 20 (base 11) |
| Cunning | 52 (base 38) |
Resources
| Life | -93/483 |
| Stamina | 0/179 |
| Healing Factor | 1.1291526171257 |
| Regeneration | 1.0726949862694 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 45.264408783316 |
| See Invisible | 45.264408783316 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 67 |
| Crit Chance | 25% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Nature | +9% |
| Temporal | +6% |
| Blight | +9% |
| Arcane | +5% |
| Mind | +14% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Physical | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 20 (48.594633868923%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 23 |
| Mental Save | 34 |
Defense: Resistances
| Cold | + 24%( 70%) |
| Acid | + 23%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 14%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 14%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 35% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 23% |
| Bleed Resistance | 100% |
| Disarm Resistance | 22% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
| 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 25 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 32 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 Constitution stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 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 |
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 lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 precision. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed orc heart. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' 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 bear paw. * You've found the needed length of troll intestine. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 within5 lumberjacks have died. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Polumira (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +10 (+3 eff.) Dmg.mod +9% blight Acc +5 (+2 eff.) Melee Ret 6 physical ----- def ----- Armour +1 Silence- +23% Confus- +23% Stun/Frz- +21% ---------- misc Max.psi +30.00 A pair of boots made of leather. |
| Quiver | Gloomripper the pouch of iron shots (4/19, 14-17 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Ranged+ +4 mind On Hit.r1 +20 darkness On Crit.r2 +4 fire On Hit: * 10% chance to reduce all saves and defense by 26 * 20% chance to create vines that bind the target to the ground dealing 166 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
| Light source | This item is on your store wish list.bright brass lantern of clarity 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +7 See.Invis +7 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 | Haledehad the cashmere wizard hat (32 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Dex +3 Mag dps ---------- Dmg.mod +3% physical Res.pen +15% blight ----- def ----- Defense +32 (+8 eff.) Spell.save +12 (+6 eff.) ---------- misc Equi/ret +1.20 Psi/ret +1.70 Hate/ret +1.10 A pointy cloth hat, very wizardly... |
| On hands | Gunehek the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +5 Mag +2 Cun dps ---------- Crit.mult +5.00% Phys.pwr +7 (+2 eff.) Dmg.mod +5% arcane +9% mind ----- def ----- Armour +2 Resists +5% light +5% darkness Mind.save +3 (+1 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 35.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | quick iron torque of gale force [power 95] (1/10 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 6 spaces and dealing 103 physical damage Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | sneakthief's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +15 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +21.00 Disarm- +22% Pinning- +23% Knockbk- +20% Rings make your fingers look great! |
| Around neck | Ce'Nebeth the Tidegrinder0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil +3 Cun +9 Lck dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% temporal Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+2 eff.) Mind.save +7 (+3 eff.) Unseen.red 10% Confus- +12% Amulets make your neck look great! |
| In main hand | mighty rough leather sling of true flight4.0 T1 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +1 Str dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Adolle the Poxmire1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% nature Acc +5 (+2 eff.) ----- def ----- Die.at -20.00 life HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
| In off hand | Vorimira the steel shield (0 def, 4 armour, 16-19 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +4 arcane On Crit.r2 +12 light +14 fire While equipped: Stats +2 Str +3 Dex +3 Wil +1 Cun dps ---------- Mind.pwr +15 (+5 eff.) Acc +4 (+1 eff.) On shield block: * Deals 35 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +6% fire +5% light +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Amirin (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) Apr +1 ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue -2% Resists +3% temporal Mind.save +6 (+3 eff.) Die.at -60.00 life Max.HP +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 33.70 to 42.12 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
shielding rune of the sneak (absorb 252; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 252 damage for 4 turns. 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stabilizing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +22% Amulets make your neck look great! |
marksman's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% fire Acc +6 (+2 eff.) ----- def ----- Resists +20% fire Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
mule's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Fatigue -5% Resists +22% light ---------- misc Max.enc +21 Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
warrior's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +4 Resists +22% light Rings make your fingers look great! |
steel greatsword (22-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 21.5 - 34.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Gilygen the mossy mindstar (6-7 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 6.5 - 7.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Mind.crit +1% Mind.pwr +5 (+1 eff.) ----- def ----- Armour +4 Resists +2% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar 'Hazeglory' (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +8 cold While equipped: Stats +2 Dex +2 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +15% cold ----- def ----- Resists +3% lightning Spell.save +3 (+1 eff.) ---------- misc See.Invis +9 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 'Arcstrider' (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +16 cold While equipped: Stats +7 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +14 (+4 eff.) ----- def ----- Resists +6% lightning ---------- misc Max.hate +8.00 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. |
Eilinynor the Splendourshine (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 light +5 darkness Against +8% Living On Hit: * 13 arcane resource burn While equipped: Stats +9 Wil +2 Cun +6 Con ----- def ----- Max.HP +14.00 One-handed war axes. |
Treethorn the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% light +9% physical Res.pen +10% physical ----- def ----- Armour +4 Resists +3% nature Mind.save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Sameradur'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Mag +1 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% ----- def ----- Fatigue -5% Resists +3% mind Spell.save +6 (+3 eff.) ---------- misc Max.enc +26 A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Elasemira the Earthfame (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Mag +5 Wil dps ---------- Dmg.mod +3% nature ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+8 eff.) Dmg.mod +15% arcane ----- def ----- Resists +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. |
verdant linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +7% all Poison- +21% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Charripper (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Str +2 Dex +2 Mag +4 Wil +4 Con dps ---------- Res.pen +10% fire ----- def ----- Armour +3 Fatigue +2% ---------- misc See.Invis +3 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Blazesteel' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +1 Cun +4 Con ----- def ----- Armour +3 Fatigue +2% ---------- misc Light +3 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. |
pair of rough leather boots 'Voretta' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Res.pen +15% physical Apr +4 ----- def ----- Armour +1 Resists +3% blight +3% mind +3% lightning ---------- misc Hate/m.crit +3.00 A pair of boots made of leather. |
iron gauntlets 'Pyrejam' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Mag dps ---------- Dmg.mod +3% mind Res.pen +5% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% fire HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +20 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Hurindil the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Phys.crit +4.0% Mind.crit +2% Phys.pwr +10 (+3 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanylenn the Splendourblack (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +11% nature Res.pen +10% light ----- def ----- Defense +1 (+1 eff.) Resists +16% nature Crit.chn- 5.00% ---------- misc Light +3 Infravis +3 A pointy cloth hat, very wizardly... |
iron helm 'Glacierwyrd' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Wil +1 Cun +3 Con dps ---------- Dmg.mod +3% cold Res.pen +5% cold ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
302 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
Obsidianwalker the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +6% nature Res.pen +15% darkness ----- def ----- Resists +11% nature ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blindshaper2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% physical +6% mind +3% light Res.pen +5% cold ----- def ----- Armour +2 ---------- misc Stam/turn +3.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloudenvy the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Phys.save +9 (+5 eff.) Stun/Frz- +20% Teleport- +10% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Arumnir the Ravenbearer [power 180] (1/25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% arcane Melee Ret 4 arcane ----- def ----- Resists +12% darkness +9% mind Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 418 Base Damage: 207 Armor: 10 All Resist: 12 Puts all charms on 25 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Noonrace [power 105] (1/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +12% mind ---------- misc Hate/m.crit +1.00 Max.hate +2.00 Light +3 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 213 Base Damage: 113 Armor: 5 All Resist: 4 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Xanor [power 236] (1/15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +5% blight ---------- misc Mana/turn +0.04 Max.vim +10.00 Sting an enemy dealing 257 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 30. 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 116] (1/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Arywe the Freezedash [power 9] (1/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% arcane Res.pen +10% blight +10% cold ---------- misc Mana/s.crit +2.00 Reveal the area around you, dispelling darkness (radius 9, power 42 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 39. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Skirmeletor the Skeleton Skirmisher level 6
1st Mirth 122nd year of Ascendancy at 12:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Skirmeletor the Skeleton Skirmisher level 10
3rd Summertide 122nd year of Ascendancy at 22:23 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Skirmeletor the Skeleton Skirmisher level 19
52nd Dusk 122nd year of Ascendancy at 16:56 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Skirmeletor the Skeleton Skirmisher level 10
2nd Flare 122nd year of Ascendancy at 14:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Skirmeletor the Skeleton Skirmisher level 6
9th Mirth 122nd year of Ascendancy at 15:43 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Skirmeletor the Skeleton Skirmisher level 12
7th Flare 122nd year of Ascendancy at 15:56 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Skirmeletor the Skeleton Skirmisher level 16
27th Dusk 122nd year of Ascendancy at 00:44 see stats
Log
Your shield crumbles under the damage!
The shield around Skirmeletor crumbles.
Mayorin the alchemist golem hits Skirmeletor for (40 blocked), (19 flat reduction), (25 reacted , -4 stam), (25 absorbed), 54 lightning (54 total damage).
Mayorin the alchemist golem receives 823 healing.
Skirmeletor hits Mayorin the alchemist golem for 56 fire, 0 light (56 total damage).
Skirmeletor casts Rune: Shielding.
A shield forms around Skirmeletor.
Skirmeletor shoots!
Skirmeletor's Shoot hits Mayorin the alchemist golem for 140 physical, 4 mind, 18 darkness (161 total damage).
Mayorin the alchemist golem casts Wave of Power.
Mayorin the alchemist golem misses Skirmeletor.
Skirmeletor shoots!
Mayorin the alchemist golem's Rune: Shatter Afflictions is disrupted by his wounds!
Skirmeletor's Shoot hits Mayorin the alchemist golem for 72 physical, 2 mind, 18 darkness (91 total damage).
Mayorin the alchemist golem casts Sun Ray.
Skirmeletor reacts to damage from Mayorin the alchemist golem, mitigating the blow!.
Skirmeletor loses sight!
Mayorin the alchemist golem hits Skirmeletor for (19 flat reduction), (32 reacted , -4 stam), (98 absorbed), 0 light (0 total damage).
Skirmeletor shoots!
Target out of range. Hold to force your weapon to fire at targets beyond its range (7).
Skirmeletor's mind surges with critical power!
Talent Rune: Shatter Afflictions is ready to use.
Skirmeletor reacts to damage from Something, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Skirmeletor crumbles.
Something hits Skirmeletor for (19 flat reduction), (30 reacted , -4 stam), (32 absorbed), 60 fire (60 total damage).
Skirmeletor the level 19 skeleton skirmisher was boiled to death by Mayorin the alchemist golem on level 1 of Golem Graveyard.


























































































