








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Archmage |
| Level / Exp | 28 / 85% |
| Size | small |
| Lifes / Deaths | Killed by Celia at level 28 on the 10th Mirth 123rd year of Ascendancy at 02:26 / 1 |
Primary Stats
| Strength | 20 (base 15) |
| Dexterity | 19 (base 10) |
| Constitution | 34 (base 25) |
| Magic | 73 (base 56) |
| Willpower | 68 (base 39) |
| Cunning | 19 (base 11) |
Resources
| Life | -424/255 |
| Mana | 3/607 |
| Healing Factor | 1.185336564623 |
| Regeneration | 0.29633414115574 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +24.999999999998% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 4 |
| See Stealth | 8 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 25 |
| Crit Chance | 10% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +4% |
| Lightning | +38% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +35% |
| Lightning | +25% |
| Physical | +35% |
| Cold | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 43 (35.65183292883%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 40 |
| Mental Save | 41 |
Defense: Resistances
| Temporal | + 35%( 70%) |
| Physical | + 32%( 70%) |
| Arcane | + 22%( 70%) |
| Fire | + 20%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Silence Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Stun Resistance | 45% |
| Disarm Resistance | 20% |
| Poison Resistance | 20% |
| Blind Resistance | 24% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 465 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 73 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 623% 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 Magic stat. |
Class Talents
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
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 failed to protect the lone alchemist from death by Eran. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by copperhead snake. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. 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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | undeterred pair of hardened leather boots of speed (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Silence Resist +25% Confus Resist +29% Stun Resist +25% A pair of boots made of leather. |
| Light source | Drigorn the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +10 (+5 eff.) Damage +6% mind defense ------ Armor +10 Blind Resist +24% Confus Resist +12% other ------- Max stamina +30.00 Light +7 See Stealth +8 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 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 | Yviremira (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil defense ------ Armor +1 Fatigue +1% Resistance +5% arcane +6% fire Poison Resist +20% Stun Resist +20% A cap made of leather. |
| Tool | Samidil the Voidpain [power 278] (16/20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +5 Wil offense ------ Spellpower +20 (+6 eff.) Spellpower/crit +4 Ignore resists +10% darkness When Hit 4 arcane defense ------ Resistance +12% temporal Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil offense ------ Accuracy +9 (+4 eff.) Ignore Armor +7 defense ------ Defense +8 (+2 eff.) Mind save +6 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Cuthamnir the Shockthorn0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex +2 Wil +6 Con offense ------ Damage +18% lightning Ignore resists +10% cold defense ------ Crit Resistance 15.00% Spell save +11 (+4 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
| Around waist | spiritwalker's hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +6 Mag +4 Cun +7 Lck defense ------ Stealth +8 other ------- Disarm Traps +6 Mana/turn +0.10 Max mana +28.00 Infravision +4 A belt that goes around your waist. |
| In main hand | Yvima (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% lightning Ignore resists +10% physical defense ------ Armor +12 Defense +8 (+2 eff.) Unlife -80.00 life other ------- Max stamina +30.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 125.82 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. |
| On hands | steady iron gauntlets of spellstriking (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +5 (+2 eff.) On-Hit 5 arcane Damage +4% arcane Accuracy +6 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +4% arcane Physical save +6 (+3 eff.) Mind save +6 (+2 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | woollen robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spellpower +7 (+3 eff.) Spellpower/crit +3 defense ------ Resistance +9% all Silence Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Bregyran' (32 def, 6 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con defense ------ Armor +6 Defense +32 (+8 eff.) Resistance +12% temporal Crit Resistance 5.00% Disease Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+5 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
blazebringer's dwarven-steel greatsword of evisceration (33-53 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego++] Nature/Master Weapon Damage 33.0 - 52.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +13 fire On Critical: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +12 (+6 eff.) Global Speed +4% Ignore resists +10% fire Massive two-handed swords. |
dwarven-steel greatsword of enduring (37-59 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature Weapon Damage 37.0 - 59.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +12 Con +9 Wil defense ------ Life +59.00 Massive two-handed swords. |
thought-forged dwarven-steel longsword of erosion (22-30 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Nature/Psionic Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +7 nature +10 mind On Hit: * 21% chance to reduce all saves and defense by 24 While equipped: Stats +2 Cun +3 Wil Sharp, long, and deadly. |
magelord's ash magestaff of channeling (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +2% Spellpower +22 (+6 eff.) On-Hit 19 arcane Damage +15% lightning other ------- Mana/turn +0.12 Max mana +25.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Spellpower/crit +4 Damage +15% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff of greater warding (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Spellpower/crit +7 Damage +20% darkness defense ------ Armor +7 Defense +8 (+2 eff.) other ------- Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of breaching (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% blight Ignore resists +10% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of wizardry (20-24 power, 4 apr, acid element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +11 (+4 eff.) Damage +20% acid other ------- Max mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
runic dwarven-steel steamgun of cold4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +8 cold On Hit: 10% Arcane Vortex level 3 Uses 2.0 Steam While equipped: Stats +3 Mag offense ------ Spellpower +7 (+3 eff.) Damage +6% arcane +10% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's dwarven-steel steamgun of tinkering (+2)4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-crit, radius 2 +15 lightning +13 cold Uses 2.0 Steam While equipped: Stats +2 Cun offense ------ Steampower +9 (+5 eff.) Move Speed +25% Ignore resists +11% lightning +14% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel waraxe of paradox (19-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +7 temporal While equipped: defense ------ Resistance +7% temporal One-handed war axes. |
dwarven-steel waraxe of vileness (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +6 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 27 One-handed war axes. |
Neira's Memory =resists=1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 282, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Defense +2 (+0 eff.) Spell save +5 (+2 eff.) other ------- Max mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of protection (3 def, 2 armour)2.0 Encumbrance T3 cloth armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +11% all Physical save +20 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of nature (+18%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +12% nature defense ------ Resistance +18% nature +11% all Mind save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Damage +12% arcane defense ------ Resistance +11% all other ------- Max mana +38.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloudweeper the iron helm (0 def, 3 armour) =lightning=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Mag offense ------ Damage +6% cold Ignore resists +5% lightning defense ------ Armor +3 Fatigue +5% Resistance +12% lightning +6% temporal other ------- See Invisibility +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather cap of constitution (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Armor +3 Fatigue +3% Resistance +8% lightning +7% temporal A cap made of leather. |
fearforged dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Arcane While equipped: Stats +7 Con defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +17% Resistance +8% fire -12% light +8% darkness Physical save +6 (+3 eff.) Spell save +7 (+2 eff.) Mind save +8 (+2 eff.) A suit of armour made of mail. |
searing dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Arcane While equipped: offense ------ On-Hit 11 acid 13 fire When Hit 10 acid 11 fire defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +15% acid +18% fire A suit of armour made of mail. |
searing dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego++] Arcane/Master While equipped: offense ------ On-Hit 11 acid 14 fire When Hit 10 acid 10 fire defense ------ Armor +14 Defense +3 (+1 eff.) Fatigue +6% Resistance +14% acid +11% fire Physical save +8 (+4 eff.) A suit of armour made of mail. |
searing dwarven-steel mail armour of spell shielding (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Arcane While equipped: offense ------ On-Hit 10 acid 10 fire When Hit 8 acid 9 fire defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +15% acid +19% fire +7% arcane Spell save +10 (+3 eff.) A suit of armour made of mail. |
marauder's hardened leather armour of the deep (13 def, 7 armour) =water=9.0 Encumbrance T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Str +6 Dex defense ------ Armor +7 Defense +13 (+3 eff.) Fatigue +8% Resistance +10% acid +7% cold Physical save +7 (+3 eff.) other ------- Breathe water A suit of armour made of leather. |
rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +5% physical Physical save +11 (+5 eff.) Life Regen +2.40 other ------- Stamina/turn +1.10 A suit of armour made of leather. |
68 alchemist agate0.0 Encumbrance 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 Encumbrance 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 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +49.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 206/400 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 Encumbrance 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. |
blazing pouch of dwarven-steel shots of accuracy (8/18, 32-39 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Nature/Master Weapon Damage 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +14 Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +16 fire On-crit, radius 2 +8 fire Shots are used with slings to pummel your foes to death. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Eran the Yeek Archmage level 27
34th Pyre 123rd year of Ascendancy at 15:06 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Eran the Yeek Archmage level 14
15th Dusk 122nd year of Ascendancy at 04:01 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Eran the Yeek Archmage level 27
43rd Pyre 123rd year of Ascendancy at 10:38 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Eran the Yeek Archmage level 20
57th Haze 122nd year of Ascendancy at 11:50 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Eran the Yeek Archmage level 28
45th Pyre 123rd year of Ascendancy at 13:25 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Eran the Yeek Archmage level 10
10th Mirth 122nd year of Ascendancy at 08:35 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Eran the Yeek Archmage level 20
55th Haze 122nd year of Ascendancy at 22:48 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Eran the Yeek Archmage level 27
44th Pyre 123rd year of Ascendancy at 07:25 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Eran the Yeek Archmage level 9
9th Mirth 122nd year of Ascendancy at 09:56 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Eran the Yeek Archmage level 26
49th Regrowth 123rd year of Ascendancy at 16:44 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Eran the Yeek Archmage level 16
49th Dusk 122nd year of Ascendancy at 15:44 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Eran the Yeek Archmage level 26
78th Regrowth 123rd year of Ascendancy at 19:30 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Eran the Yeek Archmage level 19
49th Haze 122nd year of Ascendancy at 21:09 see stats
Log
Your shield crumbles under the damage!
The shield around Eran crumbles.
Eran feels pain again.
Ghast speeds up in the retch.
Ghast receives 32 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Eran for (14 absorbed), 0 blight (0 total damage).
Ghast receives 8 healing from Ghast's purging blight area effect.
Ghast receives 16 healing from Ghast's purging blight area effect.
Ghoul receives 32 healing from Ghast's purging blight area effect.
Ghast receives 16 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Celia for 0 blight damage.
Ghast's purging blight area effect hits Eran for (6 absorbed), 6 blight (6 total damage).
Ghast receives 32 healing from Ghast's purging blight area effect.
Ghast receives 64 healing from Ghoulking's purging blight area effect.
Ghast receives 64 healing from Ghoulking's purging blight area effect.
Ghoul receives 64 healing from Ghoulking's purging blight area effect.
Ghast receives 64 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Celia for 0 blight damage.
Ghoulking's purging blight area effect hits Eran for (14 absorbed), 0 blight (0 total damage).
Ghast receives 64 healing from Ghoulking's purging blight area effect.
Ghast receives 16 healing from Ghast's purging blight area effect.
Ghast receives 32 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Celia for 0 blight damage.
Ghast's purging blight area effect hits Eran for (14 absorbed), 0 blight (0 total damage).
Ghast receives 32 healing from Ghast's purging blight area effect.
Celia casts Invoke Darkness.
Celia hits Eran for 263 darkness damage.
Eran the level 28 yeek archmage was shadowed to death by Celia on level 2 of Last Hope Graveyard.
Space restabilizes around you.
The furious lightning storm around Eran calms down and disappears.

































































































