
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.6.0Official Expansion!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! Forbidden Cults 1.6.0Official 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 | Cornac |
| Class | Doombringer |
| Level / Exp | 18 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Aryta the rattlesnake at level 16 on the 73rd Dusk 122nd year of Ascendancy at 08:51 / 2Killed by Urkis, the High Tempest at level 18 on the 78th Dusk 122nd year of Ascendancy at 14:16 |
Primary Stats
| Strength | 50 (base 43) |
| Dexterity | 10 (base 10) |
| Constitution | 36 (base 33) |
| Magic | 21 (base 13) |
| Willpower | 10 (base 10) |
| Cunning | 11 (base 11) |
Resources
| Life | -52/653 |
| Stamina | 80/121 |
| Vim | 148/148 |
| Healing Factor | 1.2893203883495 |
| Regeneration | 101.44276705037 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 43 |
| Crit Chance | 21% |
| APR | 29 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Light | +10% |
| Blight | +5% |
| Physical | +10% |
| Mind | +13% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 5 |
| Physical Save | 29 |
| Spell Save | 16 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 10%( 73%) |
| Arcane | + 12%( 73%) |
| Cold | + 12%( 73%) |
| All | + 7%( 73%) |
| Lightning | + 29%( 73%) |
| Light | + 35%( 73%) |
| Temporal | + 10%( 73%) |
| Mind | + 16%( 73%) |
| Fire | + 20%( 73%) |
| Nature | + 10%( 73%) |
Defense: Immunities
| Disarm Resistance | 44% |
| Bleed Resistance | 10% |
| Confusion Resistance | 21% |
| Stun Resistance | 20% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 224 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Horrifying Blows |
| talent | Precise Strikes |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target has 27 increased life regeneration. Recovery |
| detrimental effect | The target is in the center of a lightning hurricane, doing 34.05 to 102.15 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | A flow of life spins around the target, regenerating 44.80 life per turn. Regeneration |
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 successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 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 have explored the Old Forest and vanquished Wrathroot. * 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 Possessed. | 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within4 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 iron boots 'Blazespire' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +15% light Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Resists +5% cold +5% fire ---------- misc Max.psi +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Korydor the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +3% temporal +5% arcane Crit.dmg- 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | wizard's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Spell.save +6 (+5 eff.) Rings can have magical properties. |
| On fingers | Weepparry0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +3% nature Mind.save +6 (+3 eff.) Max.HP +60.00 Disease- +10% Confus- +21% Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | balanced steel greatmaul of rage (29.5-44.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Master Power 29.5 - 44.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +19 (+6 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +34% Massive two-handed mauls. |
| On hands | Ebonyarc (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +5% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 12% ----- def ----- Armour +2 Resists +6% lightning +9% fire Mind.save +6 (+3 eff.) Cut- +10% Silence- +10% Disarm- +10% Stun/Frz- +20% 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 | rejuvenating reinforced leather armour of lightning resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +18% lightning HP.reg +3.20 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
| Cloak | Bregimakor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | protective steel amulet of murder0.1 T2 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +11.00% Acc +6 (+2 eff.) Apr +12 ----- def ----- Armour +4 Defense +6 (+3 eff.) Res.Cap +3% all Phys.save +9 (+5 eff.) Amulets can have magical properties. |
Inventory
movement infusion of the duelist (speed 467%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 467% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 281; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the warrior (absorb 297; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 297 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Freezewake the steel battleaxe (18.5-27.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +4 cold While equipped: Stats +10 Wil +12 Con dps ---------- Dmg.mod +3% cold ----- def ----- Resists +5% arcane Max.HP +41.00 Heal.mod +20% Blind- +20% Cut- +20% Massive two-handed battleaxes. |
steel dagger of massacre (19-24.7 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] 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% Sharp, short and deadly. |
Spectral Blade (26-41.6 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
balanced steel mace of erosion (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Nature/Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +24% Blunt and deadly. |
ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 49.21 light damage. Staves designed for wielders of magic, by the greats of the art. |
steel waraxe (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe (15.5-21.7 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +4 Con +3 Wil ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+11 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
cured leather armour of the hero (6 def, 4 armour)9.0 T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +30.00 A suit of armour made of leather. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
8 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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (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. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful ash wand of shielding [power 188] (20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By DoomGuy the Cornac Doombringer level 12
5th Dusk 122nd year of Ascendancy at 06:32 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By DoomGuy the Cornac Doombringer level 17
77th Dusk 122nd year of Ascendancy at 09:52 see stats
Hell has no fury like a demon scorned! (Roguelike)
Escaped the Searing Halls.By DoomGuy the Cornac Doombringer level 5
77th Pyre 122nd year of Ascendancy at 00:54 see stats
Level 10 (Roguelike)
Got a character to level 10.By DoomGuy the Cornac Doombringer level 10
8th Mirth 122nd year of Ascendancy at 08:55 see stats
The Arena (Roguelike)
Unlocked Arena mode.By DoomGuy the Cornac Doombringer level 8
5th Mirth 122nd year of Ascendancy at 13:37 see stats
The secret city (Roguelike)
Discovered the truth about mages.By DoomGuy the Cornac Doombringer level 7
3rd Mirth 122nd year of Ascendancy at 08:41 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By DoomGuy the Cornac Doombringer level 15
71st Dusk 122nd year of Ascendancy at 10:20 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By DoomGuy the Cornac Doombringer level 17
77th Dusk 122nd year of Ascendancy at 01:09 see stats
Unstoppable (Roguelike)
Returned from the dead.By DoomGuy the Cornac Doombringer level 16
73rd Dusk 122nd year of Ascendancy at 08:51 see stats
Log
Urkis, the High Tempest is on fire!
Urkis, the High Tempest is dazed!
DoomGuy hits Urkis, the High Tempest for 108 physical, 0 lightning, 12 light, 6 fire (126 total damage).
Hurricane from Urkis, the High Tempest hits DoomGuy for 31 lightning damage.
Urkis, the High Tempest is not dazed anymore.
Urkis, the High Tempest casts Rune: Shatter Afflictions.
Urkis, the High Tempest stops burning.
Urkis, the High Tempest is free from the illness.
Urkis, the High Tempest's shakes the fear off.
A shield forms around Urkis, the High Tempest.
Burning from DoomGuy hits Urkis, the High Tempest for 2 fire damage.
Thunderstorm hits DoomGuy for 39 lightning damage.
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest's Shock hits DoomGuy for 194 lightning damage.
DoomGuy shrugs off Urkis, the High Tempest's 'Dazed'!
DoomGuy casts Draining Assault.
Urkis, the High Tempest is afflicted by a crippling illness!
Urkis, the High Tempest begins to fear you.
Urkis, the High Tempest is on fire!
The shield around Urkis, the High Tempest crumbles.
DoomGuy steals life from Urkis, the High Tempest!
DoomGuy hits Urkis, the High Tempest for (129 absorbed), 0 physical, 0 lightning, (12 absorbed), 0 light, (6 absorbed), 0 fire, (52 absorbed), 66 physical, 0 lightning, 12 light, 6 fire (84 total damage).
Urkis, the High Tempest hits DoomGuy for 20 healing, 4 healing, 2 healing (0 total damage) [26 healing].
Hurricane from Urkis, the High Tempest hits DoomGuy for 88 lightning damage.
DoomGuy resists!
Burning from DoomGuy hits Urkis, the High Tempest for 4 fire damage.
Thunderstorm hits DoomGuy for 43 lightning damage.
Urkis, the High Tempest casts Nova.
Saving game...



































































































