
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/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:
Fix demon seed savefile issue 1.7.6Fix some save file issues: demon seeds/ object talent data/ stacks of gems/... 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 | Doomelf |
| Class | Wyrmic |
| Level / Exp | 14 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Betuwen the red crystal at level 14 on the 33rd Dusk 122nd year of Ascendancy at 05:26 / 1 |
Primary Stats
| Strength | 45 (base 40) |
| Dexterity | 15 (base 10) |
| Constitution | 21 (base 11) |
| Magic | 24 (base 10) |
| Willpower | 47 (base 30) |
| Cunning | 19 (base 10) |
Resources
| Life | -217/552 |
| Equilibrium | 165 |
| Healing Factor | 1.214804467222 |
| Regeneration | 9.759603850151 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +32.44168646096% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 23 |
| Crit Chance | 15% |
| APR | 3 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 39 |
| Crit Chance | 15% |
| APR | 18 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 15% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +29% |
| Lightning | +23% |
| Nature | +4% |
| Cold | +10% |
| Blight | +3% |
| Physical | +3% |
| Fire | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 28 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 27%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 34%( 70%) |
| Temporal | + 18%( 70%) |
| Lightning | + 69%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Teleport Resistance | 20% |
| Silence Resistance | 31% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 135 life over 5 turns. Its effects scale with your Cunning stat. |
| 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 494% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Issimas the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Max.hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Xereda the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +4% Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +3% acid Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Sunsting' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +3% fire Phys.save +13 (+6 eff.) Spell.save +3 (+1 eff.) Die.at -40.00 life Stun/Frz- +10% Teleport- +20% A cap made of leather. |
| On hands | polar iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% cold 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. |
| Tool | ash totem of summon tentacle [power 165] (3/25 cooldown)2.0 T2 totem charm [Ego] Nature 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: 390 Base Damage: 171 Armor: 4 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Eletta the Lightningraptor0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +4 Wil +5 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +11% lightning +6% cold Melee Ret 6 lightning ----- def ----- Resists +28% lightning Rings make your fingers look great! |
| On fingers | marksman's steel ring of arcana (+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Silence- +31% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | ash vilestaff 'Fulibar' (15-18 power, 3 apr, acid element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+2 eff.) Spell.pwr +15 (+7 eff.) Dmg.mod +18% acid Acc +5 (+2 eff.) ----- def ----- Defense +6 (+6 eff.) Resists +9% darkness HP.reg +0.70 Heal.mod +12% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 77.91 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. |
| Around waist | Emaretira1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
| In off hand | Saladassra (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun +1 Mag dps ---------- Mind.crit +2% Crit.mult +9.00% Mind.pwr +4 (+2 eff.) Dmg.mod +3% blight Phasing +20% ----- def ----- Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +6 (+3 eff.) ---------- misc Equi/ret +1.40 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. |
| Cloak | Islogawen the linen cloak (1 def, 12 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Acc +5 (+2 eff.) ----- def ----- Armour +12 Defense +1 (+1 eff.) Resists +11% cold Die.at -40.00 life ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Hintir (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Dmg.mod +11% acid +11% fire +12% lightning ----- def ----- Resists +16% acid +16% fire +18% lightning +9% all ---------- misc Equi/ret +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion (res 16%; magical; dur 3; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 titan (res 21%; mental, physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 4; phase 12; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Glorutha'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +3 Con dps ---------- Crit.mult +5.00% Apr +1 ----- def ----- Resists +3% fire ---------- misc Max.stam +10.00 See.Invis +3 Amulets make your neck look great! |
grounding steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +12% lightning Stun/Frz- +28% Amulets make your neck look great! |
restful steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
mule's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Fatigue -5% Resists +10% mind ---------- misc Max.enc +21 Rings make your fingers look great! |
mule's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +22% ---------- misc Max.enc +20 Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
Chargewing (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 lightning +6 mind On Crit.r2 +4 lightning +4 fire On Hit: * 14% chance to reduce all saves and defense by 28 While equipped: Stats +3 Cun +2 Wil ----- def ----- Resists +15% lightning Crit.chn- 5.00% Sharp, short and deadly. |
iron dagger of massacre (14-19 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 14.5 - 18.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
balanced steel greatsword (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +31% Massive two-handed swords. |
steel greatsword of erosion (22-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 21.5 - 34.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature Massive two-handed swords. |
mighty elm longbow of lightning4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +14% lightning Longbows are used to shoot arrows at your foes. |
Salariamira the iron longsword (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +8 acid On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Mind.pwr +5 (+2 eff.) Dmg.mod +6% blight +6% acid Sharp, long, and deadly. |
steel mace 'Shiverriver' (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +6 fire While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +6% physical +5% arcane +10% cold Acc +17 (+8 eff.) Apr +6 Melee Ret 4 cold ----- def ----- Defense +7 (+7 eff.) Resists +5% arcane Disarm- +25% Blunt and deadly. |
Obsidianoozer (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature 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% On Hit.r1 +12 temporal While equipped: Stats +4 Cun +1 Mag dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% darkness ----- def ----- Heal.mod +10% Heal/summ +10 ---------- 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. |
Pitchterror (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+ +12 darkness While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Res.pen +5% arcane ----- def ----- Resists +3% fire Spell.save +3 (+1 eff.) ---------- misc Mana/s.crit +2.00 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. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 189.71 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative vined mindstar (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] 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% While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) ---------- 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 'Torchrebel' (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.0 - 2.2 Mind 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% On Crit.r2 +4 fire While equipped: Stats +2 Cun +2 Dex dps ---------- Mind.crit +1% Crit.mult +7.00% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +3% lightning +6% nature Max.HP +60.00 ---------- 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. |
vined mindstar of life (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.70 ---------- 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. |
Gloreldalaith (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Str dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness +3% mind ----- def ----- Defense +5 (+5 eff.) Resists +3% mind ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 77.91 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. |
elm magestaff 'Blindpower' (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Defense +5 (+5 eff.) Resists +3% light ---------- misc Light +3 Infravis +3 See.Invis +12 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 77.91 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. |
flaming iron waraxe of the mystic (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +5 fire While equipped: Stats +1 Mag +3 Wil dps ---------- Spell.pwr +5 (+2 eff.) One-handed war axes. |
Beumarain the Moldlady1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane +15% temporal On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
Emelunne (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Dex +1 Mag +1 Wil +1 Cun +3 Con ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +40.00 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Skynull' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +5 Cun +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Dmg.mod +3% lightning ----- def ----- Defense +1 (+1 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Ulyraldil' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +4 Wil +1 Cun dps ---------- Dmg.mod +3% arcane Res.pen +5% arcane ----- def ----- Resists +7% all Phys.save +3 (+1 eff.) ---------- misc Mana/turn +0.13 Psi/turn +0.11 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of frost (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +9% all +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lustresnake the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil +1 Cun +2 Con dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Fatigue +1% Resists +3% light A cap made of leather. |
linen wizard hat 'Vorudawe' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +4 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +3% temporal +3% cold Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Max.HP +20.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
174 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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Breezecast2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 4 nature ----- def ----- Defense +5 (+5 eff.) Phys.save +6 (+3 eff.) Die.at -60.00 life Heal.mod +12% ---------- 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. |
Emelyyabreda2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +10 Resists +3% blight +3% lightning Max.HP +41.00 Disease- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
ash totem of healing 'Xereldana' [power 194] (3/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Cun +3 Str ---------- misc Infravis +3 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to heal for 48. 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful elm wand of lightning storm [power 116] (3/15 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 28 lightning damage and will be dazed for 1 turn (142 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
4 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. |
7 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 bleh the Doomelf Wyrmic level 10
2nd Dusk 122nd year of Ascendancy at 08:26 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By bleh the Doomelf Wyrmic level 6
76th Pyre 122nd year of Ascendancy at 20:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By bleh the Doomelf Wyrmic level 10
2nd Dusk 122nd year of Ascendancy at 08:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By bleh the Doomelf Wyrmic level 9
9th Mirth 122nd year of Ascendancy at 04:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By bleh the Doomelf Wyrmic level 14
30th Dusk 122nd year of Ascendancy at 09:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By bleh the Doomelf Wyrmic level 14
26th Dusk 122nd year of Ascendancy at 15:25 see stats
Log
Betuwen the red crystal's Body of Fire hits bleh for 32 fire damage.
Betuwen the red crystal loses 10 health to the entropy.
Burning from Betuwen the red crystal hits bleh for 29 fire damage.
bleh hits Betuwen the red crystal for 60 light damage.
Betuwen the red crystal casts Fire Storm.
Betuwen the red crystal's Body of Fire hits bleh for 43 fire damage.
Betuwen the red crystal loses 10 health to the entropy.
Talent Acidic Spray is ready to use.
Burning from Betuwen the red crystal hits bleh for 33 fire damage.
Bleh spits acid!
Betuwen the red crystal's void star absorbs the damage from bleh, converting it into entropy!
bleh hits Betuwen the red crystal for (57 to entropy), 69 acid (69 total damage).
Betuwen the red crystal's firestorm hits bleh for 106 fire damage.
Betuwen the red crystal's Body of Fire hits bleh for 38 fire damage.
Betuwen the red crystal loses 10 health to the entropy.
Bleh stops burning.
You fail to use Swallow due to your equilibrium!
Betuwen the red crystal's firestorm hits bleh for 95 fire damage.
Betuwen the red crystal casts Flame Bolt.
Bleh is on fire!
Betuwen the red crystal's Flame Bolt hits bleh for 102 fire damage.
Betuwen the red crystal's Body of Fire hits bleh for 43 fire damage.
Betuwen the red crystal loses 10 health to the entropy.
Burning from Betuwen the red crystal hits bleh for 35 fire damage.
Betuwen the red crystal's firestorm hits bleh for 101 fire damage.
bleh the level 14 doomelf wyrmic was scorched to death by Betuwen the red crystal on level 1 of Scintillating Caves.































































































