












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 5 Custom Dungeons and defeat 16 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
5 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow, Drake Queens Lair & Road to Derth].
New Bosses:There are 16 bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves, wererats, temporal mages and dragon queens and discover unique artifacts in your journey to glory!
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Items Vault 1.7.6Donators/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:
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 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:
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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 20 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Polyta the storm drake at level 20 on the 53rd Regrowth 123rd year of Ascendancy at 18:33 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 21 (base 11) |
| Dexterity | 56 (base 43) |
| Constitution | 14 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 60 (base 48) |
Resources
| Life | -8/417 |
| Stamina | 165/194 |
| Equilibrium | 0 |
| Healing Factor | 1.2372895330003 |
| Regeneration | 28.615824806455 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 40.606190251377 |
| See Invisible | 49.606190251377 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 48 |
| Crit Chance | 29% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 48 |
| Crit Chance | 27% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.6666666666667 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Physical | +3% |
| Mind | +7% |
| Nature | +13% |
Offense: Damage Penetration
| Cold | +5% |
| Fire | +35% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 15 (49.007671158813%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 20 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 26%( 70%) |
| All | + 1%( 70%) |
| Lightning | + 8%( 70%) |
| Temporal | + 7%( 70%) |
| Mind | + 4%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Dexterity stat. |
| 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 magical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 605% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 20.9 and stamina regeneration by 5.9. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 29%. Shadowstrike |
Quests
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 successfully escorted the lost warrior to the recall portal on level 3 of Wolfmire. Escort: lost warrior (level 3 of Wolfmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * 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 the fox. 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 warg claw. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed ice ant stinger. * 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 minotaur nose. * You've found the needed orc heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | wanderer's pair of hardened leather boots of evasion (8 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +3 Defense +8 (+2 eff.) Phys.save +12 (+6 eff.) Mind.save +10 (+5 eff.) Evasion: (Instant) Puts all charms on 18 cooldown Level 5.2 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Lelihek2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str +4 Wil dps ---------- Dmg.mod +7% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane +6% acid ---------- misc Light +3 Infravis +2 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 | Gunysus the Sleetrazor (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% blight Res.pen +5% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +9% cold +3% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature Dmg.mod +3% nature Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +6% nature Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% On Crit.r2 +5 nature On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered ash totem of healing [power 290] (14 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Harodedur0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +5.00% Mind.pwr +5 (+3 eff.) ----- def ----- Resists +3% cold Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| On fingers | rogue's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +4 (+1 eff.) Resists +20% nature Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 214 (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. |
| In main hand | dwarven-steel dagger 'Helllore' (28-37 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 28.5 - 37.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Str +1 Mag dps ---------- Res.pen +15% fire Melee Ret 2 fire ----- def ----- Resists +6% cold ---------- misc See.Invis +9 Sharp, short and deadly. |
| Around waist | hardened leather belt 'Layewyn'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +7 Lck dps ---------- Melee Ret 2 acid ----- def ----- Resists +5% arcane Spell.save +3 (+2 eff.) Stealth +6 Heal.mod +20% Blind- +10% Pinning- +10% ---------- misc T.Disarm +11 Infravis +3 A belt that goes around your waist. |
| In off hand | iron dagger of dampening (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: ----- def ----- Resists +8% acid +7% lightning +7% cold +9% fire +2% all Spell.save +5 (+3 eff.) Sharp, short and deadly. |
| Cloak | Hellmight (2 def, 2 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Res.pen +20% fire Acc +5 (+2 eff.) Apr +3 ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +9% blight +3% temporal +3% mind Mind.save +3 (+2 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour 'Willowbrace' (9 def, 6 armour)9.0 T3 light armor [Rare] Disrupt While equipped: Stats +3 Dex +2 Con dps ---------- Dmg.mod +3% physical Res.pen +10% nature Apr +4 ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +13% nature +12% blight ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
Inventory
shielding rune (absorb 126; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 126 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
acidic steel dagger of massacre (19-24 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
Eleremina the Radiancewarden (25-40 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +8 light On Hit.r1 +20 mind On Crit.r2 +8 light While equipped: dps ---------- Mind.crit +2% Mind.pwr +20 (+8 eff.) ----- def ----- Resists +5% arcane +3% darkness Massive two-handed swords. |
Issohad the steel mace (16-23 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +19 (+6 eff.) Apr +3 ----- def ----- Defense +8 (+2 eff.) Resists +15% lightning Blind- +20% Disarm- +28% Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Blunt and deadly. |
steel mace (11-16 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
Gerogorn the cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 acid On Crit.r2 +8 acid +22 fire While equipped: dps ---------- All.spd +5% Dmg.mod +15% acid Res.pen +10% fire ----- def ----- Resists +9% acid Heal.mod +5% Stun/Frz- +10% Slings are used to hurl stones or metal shots at your foes. |
Bleakbrace (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature 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 +4 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +15% lightning +6% darkness Res.pen +10% darkness ----- def ----- Defense +6 (+2 eff.) Mind.save +18 (+8 eff.) ---------- misc Equi/ret +0.08 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 29.76 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of might (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [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: dps ---------- Spell.crit +8% Spell.pwr +6 (+1 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [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: dps ---------- Spell.crit +7% Spell.pwr +6 (+1 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.12 Max.mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Weepglory the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +10% mind +15% nature On Hit (Melee): * 10% chance to reduce armor by 8% * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. |
Betiwen the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +2 Mag ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% HP.reg +2.00 Teleport- +20% A cap made of leather. |
Ivymira the Phlegmidol (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +3 Fatigue +1% Resists +3% mind ---------- misc Infravis +1 A cap made of leather. |
cleansing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% nature +5% blight A pointy cloth hat, very wizardly... |
rough leather cap 'Eilinima' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil +3 Con dps ---------- Res.pen +15% mind ----- def ----- Armour +1 Fatigue +1% Phys.save +3 (+2 eff.) Die.at -40.00 life A cap made of leather. |
cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego] Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% mind Mind.save +13 (+6 eff.) A suit of armour 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. |
49 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. |
3 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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
Flashbile the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% light Res.pen +5% light +10% mind Melee Ret 10 light ----- def ----- Resists +3% acid ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(76 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 120 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
ash totem of healing [power 194] (9 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
5 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. |
16 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. |
7 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. |
3 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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Rowa the Cornac Rogue level 16
6th Decay 122nd year of Ascendancy at 14:04 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rowa the Cornac Rogue level 10
25th Dusk 122nd year of Ascendancy at 16:10 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Rowa the Cornac Rogue level 20
53rd Regrowth 123rd year of Ascendancy at 15:00 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rowa the Cornac Rogue level 10
25th Dusk 122nd year of Ascendancy at 16:09 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Rowa the Cornac Rogue level 20
53rd Regrowth 123rd year of Ascendancy at 15:00 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rowa the Cornac Rogue level 9
4th Mirth 122nd year of Ascendancy at 11:12 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rowa the Cornac Rogue level 17
8th Regrowth 123rd year of Ascendancy at 14:25 see stats
Log
You sense that Something has taken notice of you ...
Bleeding from Rowa hits Polyta the storm drake for 37 physical damage.
Deep Wound from Polyta the storm drake hits Rowa for 56 physical damage.
Polyta the storm drake breathes lightning!
Rowa is stunned!
Polyta the storm drake hits Rowa for 53 lightning damage.
Rowa uses Infusion: Healing.
Rowa's deep wound closes.
Rowa receives 112 healing from Infusion: Healing.
Rowa uses Infusion: Regeneration.
Rowa starts regenerating health quickly.
You sense that Something has taken notice of you ...
Bleeding from Rowa hits Polyta the storm drake for 22 physical damage.
Rowa uses Throwing Knives.
Rowa's Throwing Knife performs a melee critical strike against Polyta the storm drake!
Rowa's Throwing Knife hits Polyta the storm drake for 85 physical, 11 arcane, 2 nature (99 total damage).
Melee retaliation hits Rowa for 13 lightning, 9 arcane, 10 light (33 total damage).
Polyta the storm drake uses Flurry.
Polyta the storm drake performs a melee critical strike against Rowa!
Rowa reacts to an attack from Polyta the storm drake, mitigating the blow!.
Polyta the storm drake performs a melee critical strike against Rowa!
Rowa is cut deeply.
Polyta the storm drake performs a melee critical strike against Rowa!
Rowa reacts to an attack from Polyta the storm drake, mitigating the blow!.
Polyta the storm drake performs a melee critical strike against Rowa!
Polyta the storm drake hits Rowa for (31 reacted , -5 stam), 64 physical, 36 darkness, 51 physical, 36 darkness, (31 reacted , -5 stam), 64 physical (253 total damage).
Melee retaliation hits Polyta the storm drake for 1 acid, 1 fire, 1 acid, 1 fire, 0 acid, 0 fire, 0 acid, 0 fire, 0 acid, 0 fire, 0 acid, 0 fire (11 total damage).
Rowa the level 20 cornac rogue was chopped into tiny pieces to death by Polyta the storm drake on level 1 of Intimidating Cave.








































































































