










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Doombringer |
Level / Exp | 27 / 89% |
Size | medium |
Lifes / Deaths | Killed by Cyrorimina the temporal stalker at level 27 on the 37th Regrowth 123rd year of Ascendancy at 04:36 / 1 |
Primary Stats
Strength | 63 (base 57) |
Dexterity | 28 (base 10) |
Constitution | 24 (base 12) |
Magic | 50 (base 50) |
Willpower | 36 (base 10) |
Cunning | 13 (base 11) |
Resources
Life | -62/822 |
Mana | 188/386 |
Stamina | 197/273 |
Vim | 63/229 |
Healing Factor | 1.1172674059367 |
Regeneration | 8.1001886930411 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 12 |
See Invisible | 18 |
Offense: Mainhand
Damage | 141 |
Accuracy | 45 |
Crit Chance | 31% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Mind | +9% |
Lightning | +12% |
Fire | +28% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Fire | +12% |
All | 0% |
Defense: Base
Armour (hardiness) | 54 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 10 |
Physical Save | 33 |
Spell Save | 30 |
Mental Save | 38 |
Defense: Resistances
Acid | + 20%( 70%) |
Physical | + 36%( 70%) |
Cold | + 22%( 70%) |
All | + 10%( 70%) |
Darkness | + 22%( 70%) |
Light | + 23%( 70%) |
Lightning | + 19%( 70%) |
Fire | + 42%( 70%) |
Mind | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 26% |
Confusion Resistance | 10% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 207.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 508% 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 129 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 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 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+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 gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the repented thief from death by Shardskin. Escort: repented thief (level 4 of Old Forest) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * '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.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bear paw. * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +3 Wil +2 Cun +7 Lck dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +15 Resists +8% acid +9% fire +10% lightning +7% cold Mind.save +9 (+3 eff.) Stealth +9 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Light +8 See.Stealth +12 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Dex dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% physical ----- def ----- Armour +16 Fatigue +4% Resists +14% light +10% darkness ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 44.67 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+3 eff.) HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Con +3 Wil dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +6% fire +6% cold Die.at -60.00 life A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master Power 172% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +4 arcane On Hit: * Create an explosion dealing 79 fire damage (1/turn) On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +10 Con +16 Wil dps ---------- Phys.crit +16.0% Phys.pwr +13 (+3 eff.) Dmg.mod +28% fire Res.pen +12% fire ----- def ----- Resists +3% darkness Spell.save +3 (+2 eff.) Max.HP +93.00 HP.reg +4.00 ---------- misc Mana/s.crit +2.00 Massive two-handed battleaxes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +25 (+9 eff.) Dmg.mod +12% lightning +6% mind Acc +7 (+2 eff.) Melee Ret 2 mind ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T3 light armor [Random Unique] Nature While equipped: Stats +6 Str dps ---------- Melee+ 13 fire Ranged+ 13 fire Melee Ret 6 blight ----- def ----- Armour +21 Defense +9 (+5 eff.) Fatigue +8% Resists +21% fire +29% physical Max.HP +29.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +3% acid Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 8/60 The evilness of undeath radiates from this amulet. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 5 temporal, 5 arcane, 4 mind, 5 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 239 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. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +3.0% Dmg.mod +3% physical ----- def ----- Defense +5 (+3 eff.) Resists +11% mind HP.reg +2.00 Disease- +20% Confus- +23% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.69 cold and 12.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +6% cold Res.pen +5% nature ----- def ----- Defense +2 (+1 eff.) Resists +15% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Spell.crit +2% Crit.mult +20.00% Phys.pwr +5 (+1 eff.) Spell.pwr +10 (+3 eff.) Dmg.mod +9% arcane Res.pen +15% blight Phasing +30% Apr +9 On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Armour +3 ---------- misc Vim/s.crit +2.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Mag +6 Con dps ---------- Dmg.mod +12% blight ----- def ----- Armour +4 Fatigue -3% Phys.save +7 (+3 eff.) ---------- misc Max.enc +31 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +19.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 physical Dmg.mod +5% physical Acc +10 (+3 eff.) ----- def ----- Armour +7 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +3% darkness +9% lightning A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Mind.pwr +25 (+9 eff.) Dmg.mod +3% mind +6% temporal ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +31% temporal A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +6 Str +5 Dex ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +7% Phys.save +5 (+2 eff.) Max.HP +21.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+5 eff.) Fatigue +8% Resists +7% acid +8% cold HP.reg +4.90 ---------- misc Stam/turn +0.90 Breathe water A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% physical Res.pen +15% physical ----- def ----- Armour +7 Defense +5 (+3 eff.) Fatigue +22% Resists +11% blight +11% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Sacrier the Cornac Doombringer level 20
78th Haze 122nd year of Ascendancy at 02:25 see stats
By Sacrier the Cornac Doombringer level 13
38th Dusk 122nd year of Ascendancy at 03:20 see stats
By Sacrier the Cornac Doombringer level 19
11st Haze 122nd year of Ascendancy at 08:44 see stats
By Sacrier the Cornac Doombringer level 25
8th Regrowth 123rd year of Ascendancy at 18:09 see stats
By Sacrier the Cornac Doombringer level 5
78th Pyre 122nd year of Ascendancy at 17:21 see stats
By Sacrier the Cornac Doombringer level 10
2nd Summertide 122nd year of Ascendancy at 08:49 see stats
By Sacrier the Cornac Doombringer level 20
47th Haze 122nd year of Ascendancy at 07:01 see stats
By Sacrier the Cornac Doombringer level 24
7th Allure 123rd year of Ascendancy at 13:48 see stats
By Sacrier the Cornac Doombringer level 19
11st Haze 122nd year of Ascendancy at 15:31 see stats
By Sacrier the Cornac Doombringer level 14
59th Dusk 122nd year of Ascendancy at 04:05 see stats
By Sacrier the Cornac Doombringer level 13
7th Dusk 122nd year of Ascendancy at 00:57 see stats
By Sacrier the Cornac Doombringer level 10
2nd Flare 122nd year of Ascendancy at 12:02 see stats
By Sacrier the Cornac Doombringer level 18
1st Time of Equilibrium 122nd year of Ascendancy at 14:18 see stats
Log
Cyrorimina the temporal stalker weaves fate.
Sacrier casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Cyrorimina the temporal stalker suffers!
Cyrorimina the temporal stalker is on fire!
Sacrier performs a melee critical strike against Cyrorimina the temporal stalker!
Cyrorimina the temporal stalker is disabled.
Cyrorimina the temporal stalker begins to fear you.
Sacrier hits Cyrorimina the temporal stalker for 122 physical, 4 arcane, 12 fire, 71 fire, 11 fire, 172 physical, 4 arcane, 12 fire, 11 fire (417 total damage).
Sacrier hits Something for 96 fire damage.
Sacrier hits Something for 75 fire damage.
Melee retaliation hits Sacrier for 5 lightning, 5 lightning (9 total damage).
Bloodcaller hits Sacrier for 3 healing, 3 healing, 2 healing, 2 healing, 5 healing (0 total damage) [15 healing].
Burning from Sacrier hits Cyrorimina the temporal stalker for 8 fire damage.
Cyrorimina the temporal stalker uses Block.
Sacrier casts Reckless Strike.
Cyrorimina the temporal stalker's armor corrodes!
Sacrier hits Cyrorimina the temporal stalker for (144 blocked), 401 physical, (4 blocked), 0 arcane, (17 blocked), 0 fire, (101 blocked), 0 fire, (16 blocked), 0 fire (401 total damage).
Sacrier hits Sacrier for (91 reckless backlash) damage.
Melee retaliation hits Sacrier for 4 lightning damage.
Bloodcaller hits Sacrier for 11 healing, 3 healing (0 total damage) [14 healing].
Burning from Sacrier hits Cyrorimina the temporal stalker for (9 blocked), 0 fire (0 total damage).
Cyrorimina the temporal stalker uses Caustic Dispersal.
Share the Pain hits Cyrorimina the temporal stalker for 78 physical damage.
Melee retaliation hits Sacrier for (1 abyssal shield), 3 lightning (3 total damage).
Cyrorimina the temporal stalker's Caustic Dispersal hits Sacrier for 239 acid damage.
Sacrier receives 2 healing from Bloodcaller.
Sacrier the level 27 cornac doombringer was dissolved to death by Cyrorimina the temporal stalker on level 3 of Temporal Rift.
Sacrier's weapon glows with critical power!