








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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.
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Archmage |
| Level / Exp | 21 / 72% |
| Size | small |
| Lifes / Deaths | Killed by Porygata the degenerated skeleton archer at level 10 on the 79th Pyre 122nd year of Ascendancy at 18:43 / 2Killed by Mayolelaith the gigantic sandworm tunneler at level 21 on the 19th Dusk 122nd year of Ascendancy at 04:37 |
Primary Stats
| Strength | 99 (base 99) |
| Dexterity | 102 (base 99) |
| Constitution | 100 (base 99) |
| Magic | 109 (base 99) |
| Willpower | 115 (base 99) |
| Cunning | 103 (base 99) |
Resources
| Life | -134/217 |
| Mana | 115/370 |
| Steam | 130/130 |
| Positive | 90/110 |
| Healing Factor | 1.4999965160856 |
| Regeneration | 0.3749991290214 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +117.29957955368% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 92.767825739986 |
| See Invisible | 91.767825739986 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 55 |
| Crit Chance | 33% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +39% |
| Light | 0% |
| Cold | +10% |
| Blight | +5% |
| Arcane | +14% |
| Mind | +6% |
| Nature | +3% |
Offense: Damage Penetration
| Darkness | +5% |
| Cold | +5% |
| Physical | +15% |
| Fire | +10% |
| Lightning | +35% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 47 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 33%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 37%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 10%( 70%) |
| Darkness | + 15%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Silence Resistance | 59% |
| Confusion Resistance | 94% |
| Teleport Resistance | 10% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 436 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 405 life over 5 turns. Its effects scale with your Constitution 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 (52 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by IsiArch. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by IsiArch. Escort: lost warrior (level 3 of Trollmire) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Old Forest and vanquished Shardskin. * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 avoidance. He has given you some notes on the ingredients: * '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 green worm. * You've found the needed giant spider spinneret. | active |
Equipment
| On feet | Belybar the Blastquake (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% mind Res.pen +15% lightning ----- def ----- Armour +3 Resists +9% darkness ---------- misc Infravis +1 A pair of boots made of leather. |
| Light source | Swampravage2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Resists +6% temporal +3% nature +1% physical Crit.chn- 10.00% Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 65.77 to 197.32 lightning damage (131.54 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Deligorn the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +3 (+1 eff.) Mov.spd +10% ----- def ----- Defense +5 (+1 eff.) Resists +3% blight Die.at -60.00 life Pinning- +20% Teleport- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Betanne'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Con dps ---------- Crit.mult +10.00% Dmg.mod +14% arcane ----- def ----- Defense +5 (+1 eff.) Resists +14% arcane Phys.save +9 (+3 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| On fingers | Stokefiend0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Dmg.mod +11% lightning Res.pen +10% fire Melee Ret 2 physical ----- def ----- Resists +22% lightning +1% physical ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Dromnir the Tundrarot (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +8 (+2 eff.) Dmg.mod +15% lightning Res.pen +5% cold ----- def ----- Armour +5 Defense +5 (+1 eff.) Resists +12% cold ---------- misc Mana/turn +0.13 Vim/s.crit +2.00 Max.mana +30.00 Max.vim +14.00 Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Zerodratar the Bleakbone (10 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +1 Str +5 Wil dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 8 blight Dmg.mod +5% blight Res.pen +5% darkness +15% physical ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +7% blight 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. |
| Main armor | Mankini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
| Cloak | Loamquarry (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Acc +10 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Defense +7 (+2 eff.) Resists +1% physical Phys.save +6 (+2 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Blazemalice'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% lightning Res.pen +20% lightning ----- def ----- Resists +3% acid +6% cold +6% nature Knockbk- +20% Amulets make your neck look great! |
Inventory
heroism infusion of the titan (die at -520; dur 6; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -520 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1040 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
shielding rune of the wizard (absorb 486; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 486 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. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Berondur0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Lck dps ---------- Phys.crit +3.0% Acc +6 (+2 eff.) Apr +1 ----- def ----- Armour +4 Defense +24 (+8 eff.) Fatigue -5% Res.Cap +3% all Phys.save +10 (+3 eff.) Unseen.red 13% HP.reg +2.00 Amulets make your neck look great! |
restful gold amulet0.1 T3 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -7% HP.reg +2.00 Amulets make your neck look great! |
stabilizing copper amulet of mastery (0.11 Spell / Aegis)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% temporal Pinning- +23% Knockbk- +21% ---------- misc Masteries +0.11 Spell/Aegis Amulets make your neck look great! |
warrior's gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
steel ring 'Shimmergrinder'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +39% lightning Melee Ret 6 physical ----- def ----- Defense +5 (+1 eff.) Resists +24% lightning Rings make your fingers look great! |
Jetworth (32-49 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +20 darkness While equipped: dps ---------- Dmg.mod +15% fire Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 28% Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe of enduring (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Nature/Psionic Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 mind On Hit: * 24% chance to reduce all saves and defense by 35 While equipped: Stats +17 Wil +5 Cun +9 Con ----- def ----- Max.HP +59.00 Massive two-handed battleaxes. |
steel dagger of vileness (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 28 Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
balanced dwarven-steel greatsword (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +34% Massive two-handed swords. |
truestriking steel mace (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +7 (+3 eff.) Apr +6 Blunt and deadly. |
harmonious thorny mindstar (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun 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 (+1 eff.) Dmg.mod +2% nature Res.pen +4% nature ----- def ----- Resists +4% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.10 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. |
elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] 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: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun 'Thunderrebel'4.0 T3 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +12 mind Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Res.pen +25% mind Acc +8 (+3 eff.) ----- def ----- Resists +12% acid +12% lightning ---------- misc Psi/ret +0.08 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Islabeth (13-20 power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +15 (+4 eff.) ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +6% Resists +15% lightning HP.reg +4.00 Stun/Frz- +20% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of temporal resistance (+11%) (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: dps ---------- On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +11% temporal ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
chilling dwarven-steel waraxe of massacre (25-35 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 cold One-handed war axes. |
Dourquake the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +6% lightning +12% darkness +5% arcane Max.HP +30.00 A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adygakira (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% physical ----- def ----- Armour +5 Resists +3% lightning ---------- misc Stam/turn +0.50 Max.stam +10.00 A pair of boots made of leather. |
Blindmalice (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Res.pen +5% mind Apr +9 On Hit (Melee): * 10% chance to reduce all saves and defense by 35 ----- def ----- Armour +3 Resists +18% light Crit.chn- 15.00% A pair of boots made of leather. |
wanderer's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +2 Cun +2 Con dps ---------- Mov.spd +25% ----- def ----- Armour +3 Phys.save +10 (+3 eff.) Mind.save +11 (+3 eff.) A pair of boots made of leather. |
Cobracrypt the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +15% nature Res.pen +5% lightning Melee Ret 6 darkness On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Defense +2 (+0 eff.) Resists +6% lightning Mind.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
Emyletha (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil ----- def ----- Armour +1 Fatigue +1% Resists +9% darkness +5% arcane Die.at -20.00 life Stun/Frz- +10% A cap made of leather. |
Flashminister (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +6% fire +15% cold Melee Ret 8 fire ----- def ----- Defense +2 (+0 eff.) Resists +22% cold ---------- misc Hate/m.crit +5.00 A pointy cloth hat, very wizardly... |
Jetviper (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% mind Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Defense +1 (+0 eff.) Resists +6% mind +6% fire +9% darkness +6% cold A pointy cloth hat, very wizardly... |
impenetrable dwarven-steel mail armour of clarity (3 def, 18 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +18 Defense +3 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +13 (+4 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of the deep (3 def, 17 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +17 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +5% cold ---------- misc Breathe water A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +7.10 Heal.mod +12% ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
cleansing steel plate armour of implacability (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +14 Fatigue +16% Resists +12% nature +11% blight Phys.save +6 (+2 eff.) A suit of armour made of metal plates. |
Eremyyarig (5 def, 21 armour, 88.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil ----- def ----- Armour +21 Defense +5 (+1 eff.) Fatigue +8% Resists +23% acid +3% darkness +7% fire +7% cold +25% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Korerasta the Carrionlady (0 def, 6 armour, 85 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +9% nature Res.pen +20% nature ----- def ----- Armour +6 Fatigue +8% Max.HP +69.00 ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield of acid resistance (+18%) (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 5 fire ----- def ----- Armour +4 Fatigue +8% Resists +18% acid ---------- misc Talents +1 Block Handheld deflection devices. |
4 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. |
305 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Floequill' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% blight +3% cold On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Fatigue -5% Resists +6% blight +6% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(161 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Hathidumas'1.0 T3 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Acc +20 (+6 eff.) ----- def ----- Armour +4 Resists +12% darkness Crit.chn- 10.00% Phys.save +8 (+2 eff.) Heal.mod +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 12 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. |
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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 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. |
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. |
2 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
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By IsiArch the Yeek Archmage level 21
10th Dusk 122nd year of Ascendancy at 05:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By IsiArch the Yeek Archmage level 10
79th Pyre 122nd year of Ascendancy at 15:50 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By IsiArch the Yeek Archmage level 20
9th Dusk 122nd year of Ascendancy at 04:25 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By IsiArch the Yeek Archmage level 11
4th Flare 122nd year of Ascendancy at 01:20 see stats
Sufficiently Advanced Technology (Insane (Roguelike) difficulty)
Put five points into each of the tinker-crafting talents as any mage class.By IsiArch the Yeek Archmage level 15
10th Flare 122nd year of Ascendancy at 19:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By IsiArch the Yeek Archmage level 16
5th Dusk 122nd year of Ascendancy at 08:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By IsiArch the Yeek Archmage level 20
9th Dusk 122nd year of Ascendancy at 12:10 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By IsiArch the Yeek Archmage level 10
79th Pyre 122nd year of Ascendancy at 18:44 see stats
Log
Talent Create Tinker is ready to use.
Talent Displacement Shield is ready to use.
Talent Manathrust is ready to use.
Talent Pulverizing Auger is ready to use.
Talent Channel Staff is ready to use.
Talent Infusion: Regeneration is ready to use.
T_LIGHTNING
T_MANATHRUST
T_TELEPORT
range10
IsiArch casts Lightning.
IsiArch's spell attains critical power!
Mayolelaith the gigantic sandworm tunneler is recovering from the damage!
IsiArch hits Mayolelaith the gigantic sandworm tunneler for 201 lightning damage.
Burning from IsiArch hits Mayolelaith the gigantic sandworm tunneler for 20 fire damage.
Mayolelaith the gigantic sandworm tunneler uses Death Dance.
IsiArch deactivates Disruption Shield.
IsiArch's disruption shield collapses and then explodes in a powerful manastorm!
IsiArch's spell attains critical power!
IsiArch resists the terror!
IsiArch starts to bleed.
Phantasmal Shield hits Mayolelaith the gigantic sandworm tunneler for 106 light damage.
Melee retaliation hits Mayolelaith the gigantic sandworm tunneler for 1 physical, 35 light (36 total damage).
Mayolelaith the gigantic sandworm tunneler hits IsiArch for 289 physical, 5 nature (294 total damage).
IsiArch's arcane area effect hits Mayolelaith the gigantic sandworm tunneler for 17 arcane damage.
IsiArch hits Mayolelaith the gigantic sandworm tunneler for 14 lightning damage.
Yellow ooze hits Mirror Image (IsiArch) for 1 lightning damage.
Bleeding from Mayolelaith the gigantic sandworm tunneler hits IsiArch for 57 physical damage.
IsiArch the level 21 yeek archmage was struck to death by Mayolelaith the gigantic sandworm tunneler on level 1 of Sandworm lair.





























































































































