










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:
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 | Dwarf |
| Class | Arcane Blade |
| Level / Exp | 25 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Zubusetta the snow giant at level 25 on the 5th Loss 122nd year of Ascendancy at 15:05 / 1 |
Primary Stats
| Strength | 39 (base 13) |
| Dexterity | 25 (base 14) |
| Constitution | 32 (base 10) |
| Magic | 77 (base 55) |
| Willpower | 22 (base 10) |
| Cunning | 64 (base 45) |
Resources
| Life | -90/840 |
| Mana | 5/304 |
| Stamina | 92/202 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 4.9828785688052 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 37.390773745007 |
| See Invisible | 43.390773745007 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 29 |
| Crit Chance | 24% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Light | +17% |
| Arcane | +6% |
| Lightning | +20% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 17 (35.65183292883%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 53 |
| Mental Save | 55 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 31%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 17%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 20%( 70%) |
| Darkness | + 28%( 70%) |
Defense: Immunities
| Knockback Resistance | 10% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 72% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 56 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 475% 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 Dexterity 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 (11 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 519 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 2 of Daikara) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Arelebeth (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal +3% darkness +3% fire Phys.save +6 (+2 eff.) Max.HP +40.00 HP.reg +4.00 Confus- +10% A pair of boots made of leather. |
| Light source | Yvaldatta2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+3 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Defense +10 (+2 eff.) Resists +1% physical Phys.save +18 (+6 eff.) Die.at -40.00 life Max.HP +40.00 ---------- 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 | Snowmaim (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +5 Fatigue +1% Resists +3% lightning +6% cold Die.at -20.00 life Confus- +20% A cap made of leather. |
| Tool | Isudhetta the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +5 Str dps ---------- Res.pen +5% arcane Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue -10% Resists +5% arcane +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
| On fingers | Nerulrarin the Flashrot0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +2 Mag +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +6% light ----- def ----- Resists +6% light Spell.save +4 (+1 eff.) Mind.save +6 (+2 eff.) Confus- +20% ---------- misc Light +1 Rings make your fingers look great! |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Grinirach (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +8 Mag +6 Cun +5 Con dps ---------- Spell.crit +8% Crit.mult +17.00% Spell.pwr +14 (+5 eff.) Dmg.mod +20% lightning +6% arcane Phasing +15% ----- def ----- Defense +14 (+3 eff.) Shield.pwr +7% Phys.save +8 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +29.00 Max.N.En +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Bokyhek the Murksteel (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Acc +6 (+3 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +2 ---------- misc Light +3 Infravis +2 See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Ichorreign' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% darkness +11% light On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +16% light +2% physical +15% darkness +9% all Max.HP +20.00 ---------- misc Mana/turn +0.13 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Churogas the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Str ----- def ----- Defense +6 (+1 eff.) Resists +9% cold +6% fire Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -20.00 life Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Sunidol0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 2 light ----- def ----- Resists +6% cold ---------- misc Light +3 Amulets make your neck look great! |
Inventory
shatter afflictions rune of the titan (absorb 82; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 82 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 335; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 335 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring 'Shadowsmasher'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +1% On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +4 (+1 eff.) ---------- misc Psi/ret +0.04 Hate/m.crit +2.00 Rings make your fingers look great! |
copper zircon ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 7 physical Ranged+ 6 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 20 On Hit (Ranged): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +1 Resists +1% all ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 16 light Ranged+ 16 light Dmg.mod +15% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 129.95 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Layoldawe (169% power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Master/Psionic Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +9.0% Crit.mult +20.00% Acc +13 (+7 eff.) Apr +13 On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Defense +14 (+3 eff.) Resists +9% acid Disarm- +55% Massive two-handed mauls. |
iron greatsword (108% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 108% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Silyta (125% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 125% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +12 temporal While equipped: Stats +7 Con +5 Wil dps ---------- S.pwr/crit +4 Acc +7 (+4 eff.) ----- def ----- Defense +7 (+2 eff.) Max.HP +29.00 Disarm- +25% ---------- misc Mana/turn +0.20 Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of phasing (125% power, 12 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +3.5% Atk.spd 100% Phasing +13% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 26 While equipped: ----- def ----- Disease- +12% Sharp, long, and deadly. |
epiphanous living mindstar of balance (112% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +11% mind ----- def ----- Phys.save +2 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +1.40 Psi/m.crit +1.00 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. |
harmonious thorny mindstar of sand (98% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 4 physical Dmg.mod +7% nature +9% physical Res.pen +3% nature +7% physical ----- def ----- Resists +3% nature +7% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
protector's vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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 ----- Resists +3% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
Harolin (115% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 115% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Mind.crit +1% Crit.mult +26.00% Spell.pwr +20 (+7 eff.) Melee+ 20 fire Dmg.mod +17% darkness ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Mana/turn +0.14 See.Invis +7 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Nightbrace' (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+3 eff.) Dmg.mod +10% fire Melee Ret 2 darkness ----- def ----- Resists +3% light +12% darkness HP.reg +0.60 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff of fate (104% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 105% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +12% lightning ----- def ----- Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Xeba' (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +10.00% Spell.pwr +13 (+5 eff.) Dmg.mod +20% lightning ----- def ----- Armour +7 Defense +4 (+1 eff.) Resists +3% cold Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +1.00 Max.vim +15.00 Wards +2 lightning Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Layyna the Rainwrack1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% cold Res.pen +20% physical Melee Ret 4 cold ----- def ----- Resists +2% physical Phys.save +9 (+3 eff.) Anom.red +11 Max.HP +93.00 ---------- misc Stam/turn +3.00 Max.mana +45.00 Max.stam +44.00 Max.hate +12.00 Max.psi +22.00 Max.vim +26.00 Max.P.En +28.00 Max.N.En +26.00 A belt that goes around your waist. |
Starsteel1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% light +3% mind HP.reg +2.90 Heal.mod +10% Confus- +10% ---------- misc Light +2 A belt that goes around your waist. |
Xanuwen the Dimspiker1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Melee Ret 4 darkness ----- def ----- Resists +3% temporal Max.HP +35.00 HP.reg +4.00 Confus- +20% A belt that goes around your waist. |
rough leather belt 'Elemira'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Resists +3% lightning HP.reg +0.70 Heal.mod +15% ---------- misc Hate/m.crit +2.00 A belt that goes around your waist. |
enveloping linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+1 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mankini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
pair of iron boots 'Blackfoe' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Res.pen +15% darkness On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +5 Fatigue +2% ---------- misc Psi/ret +0.12 Max.hate +2.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shinestalker the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) Dmg.mod +21% light ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+4 eff.) ---------- misc Psi/ret +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Wildumbra (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% fire On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +1 (+0 eff.) Resists +15% fire Mind.save +6 (+2 eff.) Die.at -20.00 life A pointy cloth hat, very wizardly... |
linen wizard hat 'Lightningpassion' (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +5% lightning Melee Ret 4 lightning ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+2 eff.) Max.HP +80.00 Blind- +20% A pointy cloth hat, very wizardly... |
stabilizing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) A cap made of leather. |
iron mail armour 'Ce'Nedherawen' (17 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Defense +17 (+4 eff.) Fatigue +12% Resists +15% acid +3% cold Mind.save +9 (+3 eff.) Heal.mod +5% Disease- +10% A suit of armour made of mail. |
rejuvenating voratun mail armour of fire resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +23% fire HP.reg +2.30 ---------- misc Stam/turn +1.20 A suit of armour made of mail. |
prismatic hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +19% cold +12% light +12% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour 'Shimmernaught' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Acc +10 (+5 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +18% lightning +5% arcane +6% acid A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Max.HP +32.00 HP.reg +5.30 Heal.mod +11% A suit of armour made of leather. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Adymina the Chillsnake (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% acid +3% cold Res.pen +10% cold Melee Ret 8 acid ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shockquake the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +9% lightning Melee Ret 6 mind ----- def ----- Resists +9% lightning +6% fire +11% nature +3% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Chargebearer' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% acid ----- def ----- Fatigue -5% Resists +6% lightning Phys.save +15 (+5 eff.) Die.at -40.00 life Heal.mod +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Ce'Navena the Rimeonslaught2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Melee Ret 4 arcane ----- def ----- Armour +2 Resists +3% nature Die.at -80.00 life ---------- 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. |
Polakira the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Cun +5 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Armour +2 Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +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. |
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.(72 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- 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. |
watchleader's brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +43.00 Blind- +21% Confus- +11% ---------- misc Light +6 See.Stealth +6 See.Invis +7 Track: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 7 turns. The radius will increase with your Cunning. 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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
piercing dwarven-steel torque of clear mind [power 2] (22 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful elm wand of shielding [power 116] (17 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 124 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
5 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 First Insane run the Dwarf Arcane Blade level 20
5th Dearth 122nd year of Ascendancy at 17:05 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By First Insane run the Dwarf Arcane Blade level 24
3rd Loss 122nd year of Ascendancy at 18:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By First Insane run the Dwarf Arcane Blade level 10
16th Profit 122nd year of Ascendancy at 16:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By First Insane run the Dwarf Arcane Blade level 20
24th Wealth 122nd year of Ascendancy at 23:25 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By First Insane run the Dwarf Arcane Blade level 22
19th Dearth 122nd year of Ascendancy at 17:49 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By First Insane run the Dwarf Arcane Blade level 6
19th Voratun 122nd year of Ascendancy at 16:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By First Insane run the Dwarf Arcane Blade level 9
14th Profit 122nd year of Ascendancy at 14:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By First Insane run the Dwarf Arcane Blade level 14
29th Profit 122nd year of Ascendancy at 01:43 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By First Insane run the Dwarf Arcane Blade level 22
19th Dearth 122nd year of Ascendancy at 06:56 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By First Insane run the Dwarf Arcane Blade level 16
6th Wealth 122nd year of Ascendancy at 02:12 see stats
Log
You pickup 0.75 gold pieces.
You pickup 0.60 gold pieces.
First Insane run resists!
Deep Wound from Zubusetta the snow giant hits First Insane run for 33 physical damage.
First Insane run casts Displacement Shield.
The very fabric of space alters around First Insane run.
First Insane run instinctively hardens his skin and ignores the attack!
First Insane run repels an attack from Snow giant.
Talent Arcane Strike is ready to use.
Deep Wound from Zubusetta the snow giant hits First Insane run for 33 physical damage.
First Insane run uses Infusion: Movement.
First Insane run is moving at extreme speed!
The smoke around First Insane run dissipate.
Talent Teleport is ready to use.
Deep Wound from Zubusetta the snow giant hits First Insane run for 33 physical damage.
Xeramina the thief uses Wrath of the Highborn.
Xeramina the thief radiates power.
Xeramina the thief uses Evasion.
Xeramina the thief tries to evade attacks.
First Insane run casts Pulverizing Auger.
Rocky mountain turns into rocky ground.
First Insane run slows down.
First Insane run has regained its confidence.
Deep Wound from Zubusetta the snow giant hits First Insane run for 33 physical damage.
First Insane run the level 25 dwarf arcane blade was dissected to death by Zubusetta the snow giant on level 4 of Daikara.


















































































































