










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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 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 | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 22 / 81% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nonor the rogue at level 22 on the 67th Haze 122nd year of Ascendancy at 17:21 / 1 |
Primary Stats
| Strength | 26 (base 14) |
| Dexterity | 22 (base 15) |
| Constitution | 35 (base 22) |
| Magic | 69 (base 46) |
| Willpower | 31 (base 13) |
| Cunning | 29 (base 28) |
Resources
| Life | -686/639 |
| Mana | 14/352 |
| Soul | 1/14 |
| Healing Factor | 1.2916660017318 |
| Regeneration | 17.760407523812 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 32.003878189685 |
| See Invisible | 38.003878189685 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 28 |
| Crit Chance | 13% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +5% |
| Light | +31% |
| Cold | +7% |
| Blight | +12% |
| Arcane | +12% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (35.65183292883%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 40 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 26%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 19%( 70%) |
| Physical | + 13%( 70%) |
| Lightning | + 16%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 50% |
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 653% 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 62 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 536% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master necromancer | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed length of troll intestine. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | pair of rough leather boots 'Brightobeisance' (25 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +25 (+8 eff.) Resists +3% fire Max.HP +80.00 HP.reg +4.00 Cut- +10% ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
| Light source | watchleader's brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +43.00 Blind- +20% Confus- +10% ---------- misc Light +7 See.Stealth +6 See.Invis +7 Track: Puts all charms on 28 cooldown Level 3.0 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 6 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. |
| On head | Yvyna (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% mind Acc +20 (+10 eff.) Melee Ret 4 mind ----- def ----- Armour +12 Fatigue +4% Resists +10% fire +6% cold Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel pickaxe 'Uridoruineg' (dig speed 22 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str ----- def ----- Resists +5% arcane +6% cold Phys.save +11 (+3 eff.) Spell.save +22 (+8 eff.) Mind.save +17 (+8 eff.) Die.at -80.00 life Max.HP +54.00 Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Greenwild0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% mind ----- def ----- Resists +6% acid +12% light +3% nature +9% darkness HP.reg +2.00 Stun/Frz- +25% Rings make your fingers look great! |
| On fingers | conjurer's steel ring of aether (+12%)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +12% arcane ----- def ----- Resists +12% arcane Rings make your fingers look great! |
| Around waist | Arthironeg the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Resists +3% physical Phys.save +12 (+4 eff.) Die.at -40.00 life Max.HP +80.00 HP.reg +4.00 Confus- +20% ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Breniroran the Magmabreeze (31-37 power, 5 apr, light element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +23.00% Spell.pwr +18 (+6 eff.) S.pwr/crit +6 Melee+ 22 fire Dmg.mod +31% light +12% blight Res.pen +15% fire ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Elenydunaromineg the dwarven-steel gauntlets (20 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +6 Dex +2 Mag +3 Con dps ---------- Melee Ret 2 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +2 Defense +20 (+7 eff.) Fatigue +3% Phys.save +19 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +20% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 21 cooldown Level 4.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | stormwoven linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +6% physical +7% cold ----- def ----- Resists +5% blight +6% cold +6% lightning +7% all Max.HP +46.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness +10% temporal Def/telep +10 Res/telep +10% Dur/telep +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 25 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
manasurge rune (regen 827% over 10 turns; mana 41; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 827% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 774% over 10 turns; mana 39; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 774% for 10 turns (39 total) and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
vitalizing steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +2 Str +2 Con ----- def ----- Phys.save +9 (+3 eff.) Max.HP +32.00 HP.reg +1.00 Amulets make your neck look great! |
Jetsnake the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Con ----- def ----- Resists +15% fire +9% darkness +5% arcane Crit.chn- 15.00% Phys.save +8 (+2 eff.) Rings make your fingers look great! |
Offalrot0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+3 eff.) Res.pen +10% light On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +4 Resists +3% nature Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Yvunn the Tidearc0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +24% cold Melee Ret 8 acid ----- def ----- Resists +30% acid +18% cold Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +4.00 Stun/Frz- +22% Rings make your fingers look great! |
mule's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -5% Resists +22% nature ---------- misc Max.enc +21 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 +24 Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +24.00 Disarm- +22% Pinning- +22% Knockbk- +28% Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
projecting thorny mindstar of resolve (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.5 - 10.5 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: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +8% lightning +7% fire +9% cold ----- def ----- Spell.save +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash starstaff 'Elomirathra' (15-18 power, 3 apr, temporal 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: Stats +2 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +15% temporal Res.pen +5% temporal Melee Ret 2 temporal ----- def ----- Armour +7 Defense +7 (+2 eff.) Resists +6% mind Anom.red +15 ---------- misc Mana/turn +0.13 Max.mana +74.00 Wards +3 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's ash magestaff of might (15-18 power, 3 apr, cold element) =3 Cun=5.0 T2 staff 2H weapon [Ego+] 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: Stats +3 Mag +3 Cun +3 Con dps ---------- Spell.crit +8% Crit.mult +16.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +24.00 Max.N.En +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Jetrock1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness +3% blight ----- def ----- Resists +6% darkness Mind.save +9 (+4 eff.) Max.HP +31.00 A belt that goes around your 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. |
Smolderwreck the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +12% fire Res.pen +10% fire Melee Ret 6 fire ----- def ----- Defense +12 (+4 eff.) Resists +7% lightning +8% temporal +3% acid Spell.save +5 (+2 eff.) Stealth +10 ---------- misc Size +1 A belt that goes around your waist. |
noble's rough leather belt of resilience1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +17% Summoned Max.HP +32.00 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Berogrim the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +9% cold +9% fire Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Die.at -90.00 life Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of mindcraft (1 def, 0 armour) =5 Cun=2.0 T1 cloak armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +3 Wil +5 Cun dps ---------- Mind.crit +5% Acc +4 (+2 eff.) Apr +4 ----- 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. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
mindwoven Rags of the Sanctuary of corrosion (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% acid ----- def ----- Resists +16% acid +7% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's cashmere robe of Angolwen (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil +3 Cun dps ---------- Spell.crit +7% Spell.pwr +15 (+5 eff.) S.pwr/crit +3 Dmg.mod +10% light +14% darkness ----- def ----- Resists +11% all Silence- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of frost (+22%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% nature +15% cold ----- def ----- Resists +11% all +22% cold Poison- +31% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
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 11 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.84 to 89.52 lightning damage (59.68 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Scorpionrupture (10 def, 3 armour) =3 cun=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +25% physical Acc +6 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +5% Resists +2% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
eldritch linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.80 Mana/ret +0.90 Max.mana +44.00 Manaflow: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +7 (+2 eff.) Mind.save +8 (+4 eff.) Battle Cry: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
iron helm 'Aluhor' (0 def, 9 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +9 Fatigue +5% Resists +3% nature Phys.save +3 (+1 eff.) Die.at -80.00 life Disease- +10% Pinning- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour 'Hurahir' (7 def, 4 armour) =3 Cun=14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +12% Mind.save +14 (+7 eff.) Max.HP +80.00 Stun/Frz- +10% Knockbk- +20% A suit of armour made of mail. |
iron shield 'Demonpanic' (0 def, 2 armour, 15 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Dex +5 Mag dps ---------- Mind.crit +3% Res.pen +15% darkness ----- def ----- Armour +2 Fatigue +8% Resists +17% cold Mind.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
11 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. |
149 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. |
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 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 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.(85 power, based on Willpower). Uses 7 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 140 power out of 393/400 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. |
iron torque of mindblast [power 100] (11 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
Stormwilder [power 194] (11 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +10% physical ----- def ----- Armour +2 Resists +9% lightning Die.at -20.00 life ---------- misc Stam/turn +2.00 See.Invis +12 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 11 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Torykan [power 105] (18 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +1% Res.pen +15% mind ----- def ----- Resists +3% acid ---------- misc Max.hate +2.00 Max.psi +50.00 See.Invis +6 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: 221 Base Damage: 105 Armor: 3 All Resist: 4 Puts all charms on 18 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (18 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 240 Base Damage: 95 Armor: 1 All Resist: 5 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
2 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 yew wand of shielding [power 278] (14 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
6 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. |
8 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 (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Draconius Madness the Shalore Necromancer level 15
51st Dusk 122nd year of Ascendancy at 23:50 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Draconius Madness the Shalore Necromancer level 21
56th Haze 122nd year of Ascendancy at 17:26 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Draconius Madness the Shalore Necromancer level 10
9th Flare 122nd year of Ascendancy at 00:42 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Draconius Madness the Shalore Necromancer level 20
26th Haze 122nd year of Ascendancy at 03:35 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Draconius Madness the Shalore Necromancer level 16
72nd Dusk 122nd year of Ascendancy at 20:44 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Draconius Madness the Shalore Necromancer level 6
2nd Mirth 122nd year of Ascendancy at 05:38 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Draconius Madness the Shalore Necromancer level 14
38th Dusk 122nd year of Ascendancy at 09:15 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Draconius Madness the Shalore Necromancer level 17
73rd Dusk 122nd year of Ascendancy at 05:06 see stats
Log
Melee retaliation hits Draconius Madness for 9 light damage.
Armoured skeleton warrior hits Hallowed Ghost for 28 physical, 11 acid, 40 physical, 11 acid (91 total damage).
Draconius Madness hits Hallowed Ghost for 16 physical, 23 fire (39 total damage).
Melee retaliation hits Armoured skeleton warrior for (8 blocked), 0 light (0 total damage).
Armoured skeleton warrior hits Hallowed Ghost for 68 physical, 3 acid (71 total damage).
Hallowed Ghost misses Draconius Madness.
Xereta the shadowblade is protected by a layer of thick leaves.
Ce'Nonor the rogue slows down.
Ce'Nonor the rogue casts Tentacled Wings.
Hallowed Ghost starts to bleed.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior shatters!
Armoured skeleton warrior shatters!
Draconius Madness is recovering from the damage!
Greater Weapon Focus from Ce'Nonor the rogue performs a melee critical strike against Draconius Madness!
Ce'Nonor the rogue performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior shatters!
Melee retaliation hits Ce'Nonor the rogue for 2 mind, 2 physical, 2 mind, 2 physical (8 total damage).
Melee retaliation hits Ce'Nonor the rogue for 25 physical damage.
Melee retaliation hits Ce'Nonor the rogue for 4 acid, 8 physical (12 total damage).
Melee retaliation hits Ce'Nonor the rogue for 16 physical damage.
Greater Weapon Focus from Ce'Nonor the rogue hits Draconius Madness for 878 blight damage.
Ce'Nonor the rogue hits Draconius Madness for 422 blight, 12 acid, 14 fire (447 total damage).
Ce'Nonor the rogue hits Armoured skeleton warrior for 356 blight damage.
Ce'Nonor the rogue hits Armoured skeleton warrior for 459 blight damage.
Ce'Nonor the rogue hits Armoured skeleton warrior for (75 blocked), 507 blight (507 total damage).
Draconius Madness the level 22 shalore necromancer was fouled to death by Ce'Nonor the rogue on level 1 of Unknown tunnels.
Ce'Nonor the rogue prepares for the next kill!





















































































































