










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Display class 1.7.0Display class icon on top off enemies No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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.
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:
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 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 | Female |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 22 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Emathra the fire drake at level 22 on the 6th Haze 122nd year of Ascendancy at 11:30 / 1 |
Primary Stats
| Strength | 9 (base 11) |
| Dexterity | 18 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 72 (base 51) |
| Willpower | 62 (base 42) |
| Cunning | 17 (base 11) |
Resources
| Life | -98/293 |
| Mana | 154/429 |
| Healing Factor | 1.2729415192739 |
| Regeneration | 6.8102371281156 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 12 |
| Crit Chance | 28% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 27% |
| Speed | 1 |
| Cooldown Reduction | 26.666666666667 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Fire | +34% |
| Physical | +3% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +25% |
| Lightning | +10% |
| Fire | +10% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 13 (50.65183292883%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 54 |
| Mental Save | 32 |
Defense: Resistances
| Blight | + 28%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 30%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 23%( 70%) |
| Physical | + 26%( 70%) |
| Mind | + 26%( 70%) |
| Fire | + 36%( 70%) |
| Lightning | + 45%( 70%) |
Defense: Immunities
| Disarm Resistance | 43% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 503 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 146 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 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 (67 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Spellcraft |
| talent | Shielding |
| talent | Chant of Fortress |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 29. Intimidated |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 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 Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed green worm. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emelada the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +2% Crit.mult +10.00% Spell.pwr +38 (+9 eff.) S.pwr/crit +4 ----- def ----- Armour +3 A pair of boots made of leather. |
| Light source | Earezor the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +8.0% Crit.mult +14.00% Phys.pwr +5 (+0 eff.) Dmg.mod +3% physical Melee Ret 6 physical ----- def ----- Defense +5 (+2 eff.) Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+6 eff.) ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Armylin the Radiancevagrant (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Res.pen +25% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Defense +2 (+1 eff.) Resists +9% mind +3% light +5% arcane ---------- misc Mana/turn +0.22 A pointy cloth hat, very wizardly... |
| Tool | Lustrebringer the yew totem of healing [power 278] (2/15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +6% blight +3% light Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown 100% to reduce fatigue by 28% for 2 turns. 100% to increase all damage by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | conjurer's copper ring of misery0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 5 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 16 On Hit (Ranged): * 11% chance to reduce all saves and defense by 16 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 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! |
| On fingers | wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+2 eff.) Max.HP +28.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Resists +6% blight ---------- misc Mana/turn +0.10 Max.mana +22.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Temaran the elven-wood magestaff (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +37 (+9 eff.) Dmg.mod +25% fire Phasing +20% ----- def ----- Defense +14 (+5 eff.) Resists +12% fire Shield.pwr +12% HP.reg +1.10 Heal.mod +21% ---------- misc Max.mana +20.00 Max.vim +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | iron gauntlets 'Anygogen' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +2 Con dps ---------- Phys.pwr +5 (+0 eff.) Apr +2 On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% Phys.save +13 (+5 eff.) Spell.save +5 (+1 eff.) Mind.save +4 (+2 eff.) Disarm- +22% ---------- misc See.Invis +6 Unarmed combat: Power 101% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +4 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 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 | elven-silk robe 'Eilinytira' (15 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% Spell.crit +4% Mind.crit +4% Spell.pwr +4 (+1 eff.) Mind.pwr +9 (+4 eff.) Dmg.mod +21% mind +20% lightning Res.pen +15% mind Apr +2 ----- def ----- Defense +15 (+5 eff.) Resists +30% lightning +1% physical +15% all Spell.save +25 (+7 eff.) ---------- misc Psi/turn +0.61 Max.psi +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Aerogatira' (9 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +1 Mag +1 Wil +2 Cun dps ---------- Melee Ret 2 acid ----- def ----- Defense +9 (+3 eff.) Resists +3% darkness Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daimevor the Lavawire0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% lightning +10% fire ----- def ----- Resists +3% lightning +9% fire +15% cold ---------- misc Masteries +0.14 Spell/Stone Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 186; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
Brandvortex0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% fire ----- def ----- Mind.save +9 (+4 eff.) HP.reg +3.00 Stun/Frz- +22% ---------- misc Equi/ret +0.08 Max.hate +6.00 Rings make your fingers look great! |
wizard's gold ring of power0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Phys.pwr +6 (+0 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +8 (+2 eff.) Rings make your fingers look great! |
Kindlereek the ash vilestaff (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 111% 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 +9% Crit.mult +12.00% Spell.pwr +23 (+5 eff.) S.pwr/crit +5 Dmg.mod +3% light +15% fire Res.pen +10% cold ----- def ----- Resists +6% light ---------- misc Mana/turn +0.12 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 8.60 to 10.32 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Ganne' (111% power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Spell.crit +13% Phys.pwr +11 (+0 eff.) Spell.pwr +17 (+4 eff.) Dmg.mod +15% lightning Phasing +16% Acc +7 (+7 eff.) ----- def ----- Defense +12 (+4 eff.) Shield.pwr +7% Mind.save +9 (+4 eff.) ---------- misc Psi/ret +0.04 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Falandur' (104% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] 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: Stats +4 Wil dps ---------- Spell.crit +1% Spell.pwr +6 (+1 eff.) Dmg.mod +12% fire Res.pen +5% mind ---------- misc Psi/ret +0.12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Phoenixhue the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Wil +1 Mag dps ---------- Dmg.mod +9% acid +6% fire Res.pen +5% fire Melee Ret 4 acid ----- def ----- Defense +1 (+0 eff.) Resists +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Mayera (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+1 eff.) Dmg.mod +12% blight ----- def ----- Armour +3 ---------- misc Max.mana +80.00 Infravis +2 A pair of boots made of leather. |
alchemist's iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Wil +2 Mag dps ---------- Melee+ 3 acid 4 fire 4 lightning 3 cold ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 106% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +5 ice +5 fire +5 lightning +5 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
prismatic rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +11% light +11% darkness ---------- misc Breathe water A cap made of leather. |
7 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. |
561 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. |
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 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bethiba the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +20.00% Dmg.mod +6% nature ----- def ----- Resists +11% nature ---------- misc Max.psi +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hetteradurath the Gleamstoker2.0 T1 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +10% fire ----- def ----- Resists +3% light Max.HP +40.00 ---------- 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. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% lightning +6% cold +6% arcane +6% fire ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 11.64 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 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 6 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. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Borablek [power 170] (2/15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Str +2 Dex ----- def ----- Spell.save +9 (+3 eff.) Blast the opponent's mind dealing 87 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By good magus the Shalore Archmage level 10
3rd Mirth 122nd year of Ascendancy at 07:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By good magus the Shalore Archmage level 20
73rd Dusk 122nd year of Ascendancy at 08:05 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By good magus the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 17:18 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By good magus the Shalore Archmage level 21
1st Time of Equilibrium 122nd year of Ascendancy at 04:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By good magus the Shalore Archmage level 6
76th Pyre 122nd year of Ascendancy at 09:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By good magus the Shalore Archmage level 16
40th Dusk 122nd year of Ascendancy at 23:26 see stats
Log
Arcane Vortex from Good magus hits Emathra the fire drake for 45 arcane damage.
good magus receives 90 healing from Temporal Restoration Field.
Emathra the fire drake is recovering from the damage!
Arcane Vortex from Good magus hits Emathra the fire drake for 45 arcane damage.
Emathra the fire drake uses Warshout.
Good magus wanders around!
Good magus stops surging mana.
Good magus is not stunned anymore.
good magus receives 90 healing from Temporal Restoration Field.
Emathra the fire drake is free from the arcane vortex.
Emathra the fire drake uses Shattering Shout.
The fabric of time around good magus returns to normal.
Talent Fireflash is ready to use.
Emathra the fire drake hits good magus for 191 physical damage.
Good magus is confused and fails to use Phase Door.
Emathra the fire drake uses Adrenaline Surge.
Emathra the fire drake feels a surge of adrenaline.
Talent Manathrust is ready to use.
Talent Displacement Shield is ready to use.
Good magus is confused and fails to use Phase Door.
Emathra the fire drake uses Stunning Blow.
Emathra the fire drake misses good magus.
Good magus is stunned!
Emathra the fire drake hits good magus for 116 physical damage.
Melee retaliation hits Emathra the fire drake for 1 acid, 4 physical (6 total damage).
Good magus is confused and fails to use Teleport.






































































































