








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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Item Description Filter 1.7.4An item description filter. Can hide undesired properties in item description. Ctrl + Shift+ Alt + F to open configuration dialog. 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 | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 23 / 58% |
| Size | small |
| Lifes / Deaths | Killed by Aeroma the assassin at level 23 on the 25th Haze 122nd year of Ascendancy at 20:49 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 68 (base 53) |
| Willpower | 63 (base 44) |
| Cunning | 24 (base 11) |
Resources
| Life | -239/262 |
| Mana | 416/519 |
| Soul | 12/16 |
| Healing Factor | 1.3000003099961 |
| Regeneration | 2.9250006974912 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 23.599459836163 |
| See Invisible | 23.599459836163 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 16 |
| Crit Chance | 5% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Blight | +26% |
| Arcane | +3% |
| Cold | +45% |
| Darkness | +32% |
| Light | +12% |
| Physical | +7% |
| Mind | +10% |
| Fire | +7% |
| Lightning | +11% |
Offense: Damage Penetration
| Darkness | +20% |
| Acid | +5% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 3 |
| Physical Save | 6 |
| Spell Save | 32 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 49%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 41%( 70%) |
| Physical | + 25%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Silence Resistance | 100% |
| Confusion Resistance | 100% |
| Stun Resistance | 22% |
| Pinning Resistance | 46% |
| Poison Resistance | 12% |
| Knockback Resistance | 44% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 635% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. | 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed vial of squid ink. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 vial of wight ectoplasm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within | active |
Equipment
| On feet | Aerorin (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +4 Dex +2 Cun +3 Con dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Silence- +22% Confus- +24% Stun/Frz- +22% A pair of boots made of leather. |
| Light source | brass lantern 'Shadowfame'2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +7% mind +12% darkness ----- def ----- Resists +6% blight +6% acid Heal.mod +15% ---------- 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 | Beredur (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +10 (+6 eff.) Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +6% blight Die.at -20.00 life Silence- +20% Confus- +20% ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
| Tool | Iveranne the Winterhack [power 110] (17 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% cold Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Resists +6% cold Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Velota'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +1% physical +7% blight +24% cold +7% nature +9% fire Mind.save +3 (+1 eff.) Max.HP +23.00 Poison- +12% Disease- +12% Disarm- +30% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
| On fingers | steel ring 'Gloomoracle'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 11 light Ranged+ 12 light Dmg.mod +12% light Res.pen +10% darkness +5% acid Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce armor by 36% ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +24% Rings make your fingers look great! |
| Around waist | rough leather belt 'Freezeblast'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +3% cold ----- def ----- Resists +15% lightning +15% acid Max.HP +30.00 A belt that goes around your waist. |
| In main hand | Staff of Bones (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Blight Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+7 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
| On hands | Gariathra the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +3 Mag +2 Cun dps ---------- S.pwr/crit +10 Dmg.mod +3% arcane +6% blight Acc +6 (+3 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% HP.reg +2.00 ---------- misc Stam/turn +1.00 Max.stam +10.00 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +8.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +5 arcane On Hit: 10% Nightmare 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | focusing woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +7% acid +7% physical +7% fire +10% cold ----- def ----- Resists +10% acid +11% physical +14% fire +11% cold +9% all ---------- misc Mana/turn +0.12 Psi/turn +0.11 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Jetpeal (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +1% physical Max.HP +32.00 Heal.mod +15% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Emelabredalle'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +2 Resists +9% acid +5% arcane +3% nature Die.at -80.00 life Amulets make your neck look great! |
Inventory
regeneration infusion (heal 153; 14 cd)0.1 infusion scroll [Normal] 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 153 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 329; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 29%; physical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Glusetira the Phoenixwinnow0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) Dmg.mod +12% fire Acc +7 (+4 eff.) Melee Ret 4 light ----- def ----- Defense +7 (+7 eff.) Unseen.red 11% ---------- misc Equi/ret +0.08 Amulets make your neck look great! |
Obsidianweeper0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +3% mind ----- def ----- Mind.save +6 (+3 eff.) Confus- +24% ---------- misc Infravis +1 Rings make your fingers look great! |
steel ring 'Tulirand'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +6 Str +4 Wil +5 Cun +2 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
plaguebringer's steel greatmaul of enduring (32-48 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego++] Arcane/Nature Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 26 While equipped: Stats +9 Con +7 Wil ----- def ----- Max.HP +14.00 Disease- +14% Massive two-handed mauls. |
fungal ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 lightning While equipped: Stats +2 Con dps ---------- Dmg.mod +15% lightning ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 116 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
acidic steel mace of vileness (11-15 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 26 On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Blunt and deadly. |
resonating vined mindstar (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 6.0 - 6.6 Mind 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.) Dmg.mod +2% mind Res.pen +3% mind ----- def ----- Resists +4% mind Dmg.Resnn +9% ---------- misc Psi/ret +0.60 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. |
vined mindstar 'Obsidianwill' (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature 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% Melee+ +4 arcane While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Spell.pwr +10 (+4 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +6% blight Res.pen +10% arcane ----- def ----- Resists +15% darkness ---------- misc Max.mana +20.00 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. |
vined mindstar of gales (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 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.) Dmg.mod +6% lightning +5% cold +5% physical ----- def ----- Defense +8 (+8 eff.) Pinning- +17% ---------- 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. |
Lorirerofast (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Mag dps ---------- Spell.crit +1% Spell.pwr +27 (+9 eff.) Dmg.mod +10% fire Phasing +11% ----- def ----- Armour +6 Defense +12 (+12 eff.) Shield.pwr +7% ---------- misc Stam/turn +3.00 Mana/turn +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Daystreak' (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Nature/Master 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 +15% Crit.mult +21.00% Spell.pwr +6 (+2 eff.) Dmg.mod +6% light +15% darkness On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Defense +7 (+7 eff.) Resists +3% cold +3% temporal ---------- misc Light +2 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 and deals 119.23 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of massacre (16-23 power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Mind.save +5 (+2 eff.) A belt that goes around your waist. |
Emelaldaba the linen cloak (16 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +6 Defense +16 (+15 eff.) Resists +3% blight +10% cold Stun/Frz- +20% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camyldil the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +10 (+4 eff.) Dmg.mod +5% acid +8% physical +9% blight +7% fire +5% cold ----- def ----- Resists +12% acid +10% physical +11% cold +11% fire +7% all Crit.chn- 15.00% ---------- misc Light +1 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
woollen robe 'Flamewild' (3 def, 3 armour)2.0 T2 cloth armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind ----- def ----- Armour +3 Defense +3 (+3 eff.) Resists +9% fire +9% all Phys.save +19 (+16 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blighted dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 5 blight Dmg.mod +6% arcane +6% blight ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +6 arcane On Crit.r2 +11 arcane +7 blight On Hit: 20% Soul Rot 3 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring hardened leather gloves of regeneration (0 def, 2 armour)1.0 T2 hands armor [Ego++] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Spell.save +8 (+4 eff.) HP.reg +2.30 ---------- misc Stam/turn +0.30 Psi/turn +0.12 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Second Wind 1 On Hit: * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +20 (+10 eff.) ----- def ----- Armour +2 Phys.save +6 (+6 eff.) Mind.save +7 (+3 eff.) Disarm- +30% Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +3 Crit +9.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Deepsoracle (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +7 (+4 eff.) Dmg.mod +12% light +15% darkness Res.pen +10% darkness +10% light ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness +7% physical Phys.save +6 (+6 eff.) A cap made of leather. |
thaloren iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Wil ----- def ----- Armour +3 Fatigue +5% Resists +7% blight Mind.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
quiver of ash arrows of wind (17/17, 20-28 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 40 physical damage Arrows are used with bows to pierce your foes to death. |
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. |
247 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Torogar (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Cun dps ---------- Phys.crit +3.0% Apr +1 ----- def ----- Resists +1% physical ---------- misc Light +1 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
Fogjustice2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Res.pen +15% darkness +15% physical Melee Ret 10 fire ----- def ----- Resists +1% physical +6% fire ---------- 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
sentry's pouch of iron shots (58/58, 16-20 power, 3 apr)3.0 T1 shot ammo [Ego+] Arcane Power 16.5 - 19.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +4.0% Capacity 58 Rld cld 5 Shots are used with slings to pummel your foes to death. |
soothing iron torque of clear mind [power 1] (22 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
Earerath the elm wand of shielding [power 122] (17 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Str +1 Con dps ---------- Mind.crit +1% Dmg.mod +3% physical Res.pen +5% physical Apr +2 ---------- misc See.Invis +6 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By 5'3 chud the Yeek Necromancer level 10
22nd Dusk 122nd year of Ascendancy at 22:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By 5'3 chud the Yeek Necromancer level 20
11st Haze 122nd year of Ascendancy at 21:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By 5'3 chud the Yeek Necromancer level 9
9th Flare 122nd year of Ascendancy at 22:57 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By 5'3 chud the Yeek Necromancer level 16
75th Dusk 122nd year of Ascendancy at 07:42 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By 5'3 chud the Yeek Necromancer level 19
5th Haze 122nd year of Ascendancy at 05:27 see stats
Log
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior hits Something for 27 physical damage.
Emyna the green ooze uses Block.
Rattlesnake misses Armoured skeleton warrior.
War hound stops bleeding.
Armoured skeleton warrior uses Shield Pummel.
Emyna the green ooze is stunned!
Talent Ghost Walk is ready to use.
Emyna the green ooze uses Blinding Speed.
Emyna the green ooze speeds up.
Emyna the green ooze hits Armoured skeleton warrior for 36 physical damage.
5'3 chud casts Night Sphere.
Aeroma the assassin activates Stealth.
Aeroma the assassin shrugs off 5'3 chud's 'Bane of Blindness'!
Something hits Armoured skeleton warrior for 39 physical damage.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Aeroma the assassin casts Shadowstep.
Aeroma the assassin deactivates Stealth.
Aeroma the assassin performs a melee critical strike against 5'3 chud!
5'3 chud deactivates Hiemal Shield.
Aeroma the assassin performs a melee critical strike against 5'3 chud!
5'3 chud is dazed!
Aeroma the assassin hits 5'3 chud for (26 absorbed), 234 darkness, 43 darkness, 182 darkness, 43 darkness (502 total damage).
Melee retaliation hits Aeroma the assassin for 3 acid, 3 darkness, 3 acid, 3 darkness (12 total damage).
5'3 chud the level 23 yeek necromancer was shadowed to death by Aeroma the assassin on level 2 of The Maze.





































































































