










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Normal Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Corruptor |
| Level / Exp | 18 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Iverekira the rogue at level 18 on the 9th Pyre 123rd year of Ascendancy at 01:15 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 33 (base 25) |
| Magic | 52 (base 46) |
| Willpower | 33 (base 24) |
| Cunning | 18 (base 11) |
Resources
| Life | -143/479 |
| Vim | 102/274 |
| Healing Factor | 1.6089294477287 |
| Regeneration | 11.021166716942 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 5 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +3% |
| Blight | +22% |
| Physical | +13% |
| Nature | +36% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Nature | +40% |
Defense: Base
| Armour (hardiness) | 19 (38%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 31 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 15%( 70%) |
| All | + 9%( 70%) |
| Light | + 14%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
Inscriptions (3/3)
| 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) Is: a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Corruption / Blood | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning 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 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bloated horror heart. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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 elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
Equipment
| On feet | pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +42.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | shielding cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +2 (+2 eff.) Spell.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Nerobremira' (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +8 Resists +6% acid +1% physical Max.HP +21.00 ---------- misc Stam/turn +1.00 Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's gold ring of nature (+24%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Phys.save +8 (+4 eff.) Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | hardened leather belt 'Runihell'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Spell.pwr +15 (+5 eff.) Mind.pwr +15 (+8 eff.) Res.pen +5% blight ----- def ----- Resists +5% fire +7% cold Spell.save +9 (+5 eff.) ---------- misc Mana/s.crit +2.00 Max.vim +30.00 A belt that goes around your waist. |
| In main hand | Elynn the Cleanseblur (22-26 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +11 (+3 eff.) Dmg.mod +22% blight Res.pen +40% nature ----- def ----- Armour +8 Hardiness +8% Resists +5% arcane Phys.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Splendourwisp' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Str +3 Wil +3 Con dps ---------- Dmg.mod +3% light ----- def ----- Armour +2 Resists +6% light Crit.chn- 15.00% Disarm- +28% ---------- misc Light +3 See.Invis +12 Masteries +0.20 Technique/Grappling 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. |
| Main armor | Arodavena (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +16% nature +12% acid Melee Ret 10 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +11% blight +18% acid +24% nature +9% all Max.HP +48.00 HP.reg +1.60 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 103.06 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | restful steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Inventory
Rimeriver the steel battleaxe (35-52 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Master Power 35.0 - 52.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +4 fire On Hit: * 10 arcane resource burn * 10% chance to slow global speed by 48% While equipped: dps ---------- Res.pen +20% cold On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +3% acid +6% blight Massive two-handed battleaxes. |
thought-forged steel battleaxe of the mystic (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane/Psionic Power 21.5 - 32.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 mind On Hit: * 17% chance to reduce all saves and defense by 22 While equipped: Stats +3 Mag +6 Wil +3 Cun dps ---------- Spell.pwr +9 (+3 eff.) Massive two-handed battleaxes. |
steel dagger of erosion (12-15 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature Sharp, short and deadly. |
chilling steel greatmaul of vileness (26-39 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Power 26.5 - 39.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 blight +10 cold On Hit: * 7% chance to reduce strength, dexterity, and constitution by 24 Massive two-handed mauls. |
flaming iron greatmaul of phasing (16-24 power, 11 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 16.5 - 24.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +11 Crit +0.5% Atk.spd 100% Phasing +14% On Hit.r1 +9 fire Massive two-handed mauls. |
arcing steel greatsword of paradox (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage While equipped: ----- def ----- Resists +9% temporal Massive two-handed swords. |
caller's thorny mindstar of life (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +7% acid +5% fire +7% cold +7% physical Res.pen +3% acid +4% fire +5% cold +4% physical ----- def ----- Max.HP +12.00 HP.reg +0.70 Heal/summ +25 ---------- misc Max.summ +3 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 thorny mindstar of life (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +15.00 HP.reg +0.50 ---------- misc 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. |
harmonious mossy mindstar of sand (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego++] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% 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.) Melee+ 5 physical Dmg.mod +3% nature +5% physical Res.pen +3% nature +6% physical ----- def ----- Resists +3% nature +5% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
horrifying vined mindstar of life (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 4 darkness Dmg.mod +2% mind +4% darkness ----- def ----- Max.HP +10.00 HP.reg +0.90 ---------- misc 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. |
earthen yew vilestaff of wizardry (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +20% blight ----- def ----- Armour +4 Hardiness +2% Phys.save +3 (+2 eff.) ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash vilestaff of power (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +16.00% Spell.pwr +14 (+4 eff.) Melee+ 18 fire Dmg.mod +15% darkness ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's ash magestaff of power (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) Dmg.mod +15% cold ----- def ----- Resists +7% darkness +6% temporal Def/telep +7 Res/telep +7% Dur/telep +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
miner's pair of iron boots of tirelessness (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +11.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
enlightening steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +16% lightning Mind.save +14 (+8 eff.) A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.6 Pwr.cost 20 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 70.12 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
prismatic cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +19% cold +11% light +11% darkness A suit of armour made of leather. |
prismatic cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +16% lightning +12% light +11% darkness A suit of armour made of leather. |
cleansing iron plate armour of clarity (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% blight +11% nature +6% mind Mind.save +11 (+7 eff.) A suit of armour made of metal plates. |
acidic steel shield (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
2 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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By IYDHGsdggg the Doomelf Corruptor level 14
49th Dusk 122nd year of Ascendancy at 00:07 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By IYDHGsdggg the Doomelf Corruptor level 18
8th Pyre 123rd year of Ascendancy at 11:12 see stats
Hell has no fury like a demon scorned! (Roguelike)
Escaped the Searing Halls.By IYDHGsdggg the Doomelf Corruptor level 5
76th Pyre 122nd year of Ascendancy at 11:58 see stats
Level 10 (Roguelike)
Got a character to level 10.By IYDHGsdggg the Doomelf Corruptor level 10
21st Dusk 122nd year of Ascendancy at 22:57 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By IYDHGsdggg the Doomelf Corruptor level 18
8th Pyre 123rd year of Ascendancy at 22:26 see stats
The Arena (Roguelike)
Unlocked Arena mode.By IYDHGsdggg the Doomelf Corruptor level 11
25th Dusk 122nd year of Ascendancy at 22:06 see stats
The secret city (Roguelike)
Discovered the truth about mages.By IYDHGsdggg the Doomelf Corruptor level 10
24th Dusk 122nd year of Ascendancy at 05:53 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By IYDHGsdggg the Doomelf Corruptor level 17
31st Haze 122nd year of Ascendancy at 02:02 see stats
Log
Iverekira the rogue's defensive darkness area effect hits Golem (servant of Iverekira the rogue) for 16 darkness damage.
Golem (servant of Iverekira the rogue) is free from the hex.
Iverekira the rogue's Living Lightning hits IYDHGsdggg for 33 lightning damage.
IYDHGsdggg casts Blood Spray.
Golem (servant of Iverekira the rogue) resists the disease!
Iverekira the rogue is afflicted by a weakness disease!
IYDHGsdggg hits Iverekira the rogue for 77 blight damage.
IYDHGsdggg hits Golem (servant of Iverekira the rogue) for 157 blight damage.
Iverekira the rogue casts Searing Light.
Iverekira the rogue's spell attains critical power!
Iverekira the rogue hits IYDHGsdggg for 94 light damage.
Iverekira the rogue's firestorm hits IYDHGsdggg for 125 fire damage.
Iverekira the rogue's defensive darkness area effect hits IYDHGsdggg for 10 darkness damage.
Iverekira the rogue's defensive darkness area effect hits Golem (servant of Iverekira the rogue) for 16 darkness damage.
Iverekira the rogue's light area effect hits IYDHGsdggg for 56 light damage.
Weakness Disease from IYDHGsdggg hits Iverekira the rogue for 15 blight damage.
Iverekira the rogue's Living Lightning hits IYDHGsdggg for 33 lightning damage.
IYDHGsdggg uses Infusion: Regeneration.
IYDHGsdggg starts regenerating health quickly.
Melee retaliation hits Golem (servant of Iverekira the rogue) for 12 blight damage.
Golem (servant of Iverekira the rogue) hits IYDHGsdggg for 9 physical damage.
Iverekira the rogue's Body of Fire hits IYDHGsdggg for 27 fire damage.
Iverekira the rogue casts Channel Staff.
Iverekira the rogue's firestorm hits IYDHGsdggg for 125 fire damage.
Iverekira the rogue's defensive darkness area effect hits IYDHGsdggg for 10 darkness damage.
Iverekira the rogue's defensive darkness area effect hits Golem (servant of Iverekira the rogue) for 13 darkness damage.
Iverekira the rogue's light area effect hits IYDHGsdggg for 56 light damage.
IYDHGsdggg the level 18 doomelf corruptor was jerkied to death by Iverekira the rogue on level 2 of The Maze.

















































































