











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Arcane Blade |
| Level / Exp | 18 / 4% |
| Size | small |
| Lifes / Deaths | Killed by steamgun turret at level 18 on the 61st Dusk 122nd year of Ascendancy at 23:29 / 1 |
Primary Stats
| Strength | 49 (base 36) |
| Dexterity | 36 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 55 (base 39) |
| Willpower | 17 (base 10) |
| Cunning | 36 (base 15) |
Resources
| Life | -1/481 |
| Mana | 95/121 |
| Stamina | 128/128 |
| Healing Factor | 0.69114061025227 |
| Regeneration | 7.0841912550858 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35.85179503776% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 52 |
| Crit Chance | 18% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +5% |
| Physical | +9% |
| Mind | +3% |
| Arcane | +3% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 17.70575079835 (56.923076923077%) |
| Defense | 48 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 33 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 21%( 70%) |
| Mind | -11%( 70%) |
| Lightning | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 93% |
| Teleport Resistance | 40% |
| Instadeath Resistance | 100% |
| Stun Resistance | 92% |
| Disarm Resistance | 55% |
| Poison Resistance | 10% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 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 (148 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Arcane Shield |
| talent | Arcane Combat |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| detrimental effect | Paranoia has gripped the target, causing a 18% chance they will physically attack anyone nearby, friend or foe. Targets of the attack may become paranoid themselves. Paranoid |
| detrimental effect | The target is terrified taking 4 mind and darkness damage per turn and increasing all their cooldowns by 28%. Terrified |
| detrimental effect | The target is in despair, reducing their armour, defence, mindsave and mind resist by 17. Despair |
| detrimental effect | The target's has a cursed wound, reducing healing by 49%. Cursed Wound |
| beneficial effect | The mana surge engulfs the target, regenerating 1.61 mana per turn. Surging mana |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is in a state of growing fear. If they spend 4 more turns within range 8 and in sight of the source of this fear (Lisywen the poison ooze), they will take 20 mind and darkness damage and be subjected to a new fear. Heighten Fear |
| detrimental effect | The target is haunted by a feeling of dread, causing each detrimental mental effect to inflict 6 mind and darkness damage every turn. Haunted |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 20 defense. Evasion |
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 failed to protect the lost defiler from death by black crystal. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shade. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' * You've found the needed minotaur nose. | 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 within14 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Eilinybeth' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Mag +3 Wil +3 Cun ----- def ----- Armour +1 Resists +5% arcane Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) HP.reg +4.00 Disarm- +10% Teleport- +20% A pair of boots made of leather. |
| Light source | Duvadir2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +4 Resists +6% blight Mind.save +9 (+5 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Aeradunantir (15 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +9% physical ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Zubulravea' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 11 light 7 arcane Dmg.mod +5% light +3% arcane Acc +5 (+2 eff.) ----- def ----- Armour +2 Resists +6% lightning +7% light +5% arcane Phys.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Blind- +20% Disarm- +22% Def/telep +5 Res/telep +5% Dur/telep +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Sparksting (dig speed 38 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% Res.pen +5% lightning Melee Ret 6 mind ----- def ----- Defense +10 (+3 eff.) Resists +3% temporal Disease- +20% ---------- misc Max.mana +24.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings can have magical properties. |
| On fingers | Manyfang0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Spell.crit +1% Melee Ret 4 arcane ----- def ----- Fatigue -5% Resists +3% physical Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +21 Rings can have magical properties. |
| Around neck | Dairayon the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +1 Mag +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +13% lightning +7% physical Spell.save +3 (+2 eff.) HP.reg +1.00 Stun/Frz- +26% ---------- misc Stam/turn +1.10 Vim/s.crit +1.00 Amulets can have magical properties. |
| In main hand | balanced iron waraxe of projection (13-18.2 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Master/Psionic Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +23% One-handed war axes. |
| Around waist | rough leather belt 'Kotochak'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck dps ---------- Dmg.mod +3% mind ----- def ----- Resists +12% acid Spell.save +3 (+2 eff.) Mind.save +6 (+3 eff.) Stealth +5 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
| In off hand | Urthondur the steel shield (0 def, 4 armour, 14.5-17.4 power, 82 block)7.0 T2 shield armor [Random Unique] Arcane/Master When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +82 Melee+ +4 mind While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Armour +4 Fatigue +8% Resists +19% cold +11% physical +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Guniharavon the Forestwhisper (16 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 4 nature ----- def ----- Armour +5 Defense +16 (+5 eff.) Resists +5% arcane +12% cold Blind- +10% Poison- +10% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lightningoblivion (3 def, 12 armour)14.0 T3 heavy armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% blight +10% lightning ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +8% Resists +3% lightning +6% mind +3% blight Phys.save +5 (+3 eff.) Mind.save +13 (+6 eff.) Max.HP +28.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
Inventory
healing infusion of the warrior (heal 157; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature 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 dwarven-steel battleaxe (31.5-47.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 31.5 - 47.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Massive two-handed battleaxes. |
balanced iron battleaxe of shearing (14-21 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Master Power 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +19 (+6 eff.) Apr +9 ----- def ----- Defense +7 (+2 eff.) Disarm- +28% Massive two-handed battleaxes. |
steel dagger 'Dagylin' (19-24.7 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 19.0 - 24.7 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 blight On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +3 Cun +1 Wil ----- def ----- Crit.dmg- 15.00% Sharp, short and deadly. |
steel greatmaul of erosion (29-43.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 nature Massive two-handed mauls. |
Rainbearer (24.5-34.3 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 darkness On Hit.r1 +4 darkness On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +7 (+2 eff.) Res.pen +10% cold ----- def ----- Resists +21% cold Sharp, long, and deadly. |
blooming mossy mindstar of balance (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+1 eff.) Heal.mod +11% Heal/summ +11 ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of balance (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fungal steel steamgun of tinkering (+3)4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun +2 Con dps ---------- Steampwr +8 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 72 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel waraxe of daylight (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light Against +8% Undead One-handed war axes. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +4 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.13 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of dwarven-steel boots of tirelessness (0 def, 5 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +10.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour of lightning resistance (2 def, 12 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +19% lightning A suit of armour made of mail. |
corrosive steel shield (0 def, 4 armour, 19-22.8 power, 38 block)7.0 T2 shield armor [Ego+] Arcane When used to Attack: Power 19.0 - 22.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +38 Melee+ +11 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 11% chance to reduce armor by 33% ----- def ----- Armour +4 Fatigue +8% Resists +11% acid ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of cold resistance (+17%) (0 def, 4 armour, 18.5-22.2 power, 37.5 block)7.0 T2 shield armor [Ego] Master When used to Attack: Power 18.5 - 22.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
134 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. |
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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 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 7 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. |
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. |
pouch of steel shots of crippling (18/18, 22-26.4 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
5 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. |
5 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Arcie the Halfling Arcane Blade level 14
29th Dusk 122nd year of Ascendancy at 21:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Arcie the Halfling Arcane Blade level 10
10th Mirth 122nd year of Ascendancy at 12:31 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Arcie the Halfling Arcane Blade level 15
42nd Dusk 122nd year of Ascendancy at 09:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Arcie the Halfling Arcane Blade level 7
79th Pyre 122nd year of Ascendancy at 07:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Arcie the Halfling Arcane Blade level 9
7th Mirth 122nd year of Ascendancy at 20:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Arcie the Halfling Arcane Blade level 15
42nd Dusk 122nd year of Ascendancy at 09:04 see stats
Log
Nerulrawe the blue jelly shoots!
Arcie tries to evade attacks.
Steamgun turret's Steamgun Turret hits Arcie for 61 physical damage.
Nerulrawe the blue jelly's Shoot hits Arcie for 89 cold, 3 cold (92 total damage).
Arcie attacks Nerulrawe the blue jelly in a fit of paranoia.
Nerulrawe the blue jelly becomes paranoid!
Arcie hits Steamgun turret for 9 mind, 12 light, 6 lightning, 7 arcane, 11 fire (45 total damage).
Arcie hits Nerulrawe the blue jelly for 28 physical, 15 light, 5 lightning, 6 arcane, 8 fire (62 total damage).
Arcie succumbs to heightening fears!
Terrified from Lisywen the poison ooze hits Arcie for 2 mind, 1 darkness (3 total damage).
Heighten Fear from Lisywen the poison ooze hits Arcie for 9 mind, 7 darkness (17 total damage).
Haunted from Lisywen the poison ooze hits Arcie for 12 mind, 9 darkness (21 total damage).
Nerulrawe the blue jelly struggles against the paranoia.
Nerulrawe the blue jelly shoots!
Steamgun turret's Steamgun Turret hits Arcie for 73 physical damage.
Nerulrawe the blue jelly's Shoot hits Arcie for 43 cold, 3 cold (46 total damage).
Arcie the level 18 halfling arcane blade was impaled to death by a steamgun turret on level 1 of Sandworm lair.
Arcie deactivates Fiery Hands.
Arcie deactivates Arcane Combat.
Arcie stops surging mana.
Arcie is no longer terrified
Arcie no longer has a cursed wound.
Arcie deactivates Arcane Feed.
Arcie deactivates Arcane Shield.
Arcie is no longer paranoid
Arcie deactivates Feather Wind.
Arcie deactivates Shock Hands.
Arcie is no longer haunted
Arcie is no longer in despair
Arcie is no longer evading attacks.
































































































