
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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Doombringer |
Level / Exp | 24 / 71% |
Size | big |
Lifes / Deaths | Killed by Shujinko (Noob Saibot) at level 11 on the 1st Summertide 122nd year of Ascendancy at 05:25 1 / 5Killed by Imhie the shalore at level 12 on the 23rd Dusk 122nd year of Ascendancy at 14:25 Killed by Isowyn the Blightborn at level 12 on the 32nd Dusk 122nd year of Ascendancy at 17:03 Killed by Grand Corruptor at level 17 on the 1st Time of Equilibrium 122nd year of Ascendancy at 00:02 Killed by eldritch eye at level 20 on the 25th Haze 122nd year of Ascendancy at 15:39 |
Primary Stats
Strength | 59 (base 39) |
Dexterity | 19 (base 10) |
Constitution | 48 (base 32) |
Magic | 60 (base 42) |
Willpower | 16 (base 10) |
Cunning | 21 (base 11) |
Resources
Life | 778/778 |
Stamina | 193/193 |
Vim | 157/157 |
Healing Factor | 1.4678383355187 |
Regeneration | 6.2383129259545 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 29.970039208598 |
See Invisible | 43.970039208598 |
Offense: Mainhand
Damage | 90 |
Accuracy | 52 |
Crit Chance | 44% |
APR | 23 |
Speed | 1.11 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Fire | +13% |
Darkness | +21% |
Light | +15% |
Temporal | +20% |
Cold | +17% |
Arcane | +17% |
Mind | +21% |
All | +5% |
Offense: Damage Penetration
Darkness | +32% |
Temporal | +18% |
Acid | +28% |
Cold | +23% |
All | +13% |
Defense: Base
Armour (hardiness) | 65.967844856053 (81.151787968034%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 15 |
Physical Save | 38 |
Spell Save | 28 |
Mental Save | 34 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 63%( 70%) |
All | + 13%( 70%) |
Darkness | + 62%( 70%) |
Light | + 44%( 70%) |
Temporal | + 34%( 70%) |
Lightning | + 39%( 70%) |
Fire | + 37%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 41% |
Silence Resistance | 61% |
Confusion Resistance | 57% |
Knockback Resistance | 10% |
Stun Resistance | 37% |
Instadeath Resistance | 100% |
Blind Resistance | 27% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 97 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 326 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Wrath | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Horrifying Blows |
talent | Eternal Suffering |
talent | Abyssal Shield |
talent | Precise Strikes |
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 Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by barrow wight. Escort: temporal explorer (level 2 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
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 |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Effects when hit in melee: * 20% chance to reduce strength, dexterity, and constitution by 25 * 26% chance to reduce damage dealt by 19% Damage when hit (Melee): 4 acid Changes stats: +3 Cun / +3 Con Changes resistances: +9% acid Changes resistances penetration: +15% acid Physical save: +13 (+5 eff.) Mental save: +14 (+7 eff.) Silence immunity: +34% Confusion immunity: +27% Stun/Freeze immunity: +37% Infravision radius: +2 A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Changes resistances: +7% acid / +7% fire / +9% lightning / +11% cold Changes resistances penetration: +10% cold Changes damage: +12% cold Stamina each turn: +1.00 Only die when reaching: -40.00 life A cap made of leather. |
Tool | ![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce armor by 35% Changes stats: +2 Str Changes resistances: +3% acid Changes damage: +10% mind / +8% fire Mental save: +8 (+4 eff.) Disease immunity: +20% Confusion immunity: +20% Knockback immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +1 Str / +2 Dex / +4 Mag / +3 Cun / +3 Con Silence immunity: +27% Mana each turn: +0.20 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +7 (+2 eff.) Changes stats: +1 Str Changes resistances: +12% arcane Changes damage: +12% arcane / +5% all Critical mult.: +10.00% Physical save: +6 (+2 eff.) Blindness immunity: +27% Maximum stamina: +20.00 Spellpower: +8 (+3 eff.) Mindpower: +7 (+4 eff.) Infravision radius: +4 See stealth: +8 See invisible: +7 Cannot be unequipped or rerolled until level 27. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% darkness / +21% cold Changes resistances penetration: +5% darkness Changes damage: +6% temporal Spell save: +8 (+4 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +10 darkness Damage (radius 2) on crit: +12 fire Damage against: +12% Living When wielded/worn: Accuracy: +29 (+9 eff.) Armour penetration: +13 Defense: +10 (+5 eff.) Changes resistances: +3% blight / +6% nature Changes resistances penetration: +13% all Spell save: +3 (+2 eff.) Disarm immunity: +41% Massive two-handed battleaxes. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Changes resistances: +9% lightning / +3% cold / +3% light Life regen: +4.00 Stamina each turn: +1.10 Maximum life: +80.00 Maximum stamina: +19.00 Healing mod.: +10% 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 | ![]() Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +14 (+4 eff.) Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +4 Mag / +4 Wil / +7 Con Changes resistances: +12% lightning Changes damage: +6% mind Reduces incoming crit damage: 10.00% Spellpower: +13 (+5 eff.) Spell crit. chance: +6% Mindpower: +13 (+6 eff.) Mental crit. chance: +6% See invisible: +15 A suit of armour made of mail. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +8 Defense: +14 (+7 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 25 Damage when hit (Melee): 8 blight / 30 fire / 2 temporal Changes stats: +3 Dex / +2 Wil / +4 Cun Changes resistances: +19% temporal / +10% fire / +47% darkness / +10% cold Changes resistances penetration: +14% darkness / +5% temporal Changes damage: +16% darkness Talent mastery: +0.20 Corruption / Fearfire Stealth bonus: +15 Mindpower: +10 (+5 eff.) Defense after a teleport: +21 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. Black fires born of a blackened heart. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Dex / +3 Con Changes resistances: +6% temporal / +11% fire / +3% light / +13% cold Changes damage: +9% temporal Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% physical Stamina each turn: +0.20 Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +26% Maximum life: +20.00 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+4 eff.) Rings make your fingers look great! |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +5 (+3 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +11% light / +11% fire Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +4 (+2 eff.) Movement speed: +25% A pair of boots made of leather. |
![]() Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Changes resistances: +22% acid / +5% physical / +7% cold / +10% lightning / +10% fire Changes resistances penetration: +10% light / +10% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +25% Knockback immunity: +23% A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 335 Base Damage: 156 Armor: 0 All Resist: 6 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Shujinko (Noob Saibot) the Cornac Doombringer level 11
2nd Summertide 122nd year of Ascendancy at 10:09 see stats
By Shujinko (Noob Saibot) the Cornac Doombringer level 20
24th Haze 122nd year of Ascendancy at 17:24 see stats
By Shujinko (Noob Saibot) the Cornac Doombringer level 20
24th Haze 122nd year of Ascendancy at 15:11 see stats
By Shujinko (Noob Saibot) the Cornac Doombringer level 5
76th Pyre 122nd year of Ascendancy at 15:25 see stats
By Shujinko (Noob Saibot) the Cornac Doombringer level 10
6th Mirth 122nd year of Ascendancy at 04:55 see stats
By Shujinko (Noob Saibot) the Cornac Doombringer level 20
24th Haze 122nd year of Ascendancy at 04:37 see stats
By Shujinko (Noob Saibot) the Cornac Doombringer level 19
2nd Haze 122nd year of Ascendancy at 12:41 see stats
By Shujinko (Noob Saibot) the Cornac Doombringer level 9
79th Pyre 122nd year of Ascendancy at 15:22 see stats
By Shujinko (Noob Saibot) the Cornac Doombringer level 9
3rd Mirth 122nd year of Ascendancy at 13:15 see stats
By Shujinko (Noob Saibot) the Cornac Doombringer level 17
71st Dusk 122nd year of Ascendancy at 21:22 see stats
Log
Shujinko (Noob Saibot) is no longer transformed.
Talent Burning Sacrifice is ready to use.
Shujinko (Noob Saibot)'s weapon stops glowing.
Shujinko (Noob Saibot)'s is no longer blazing.
Shujinko (Noob Saibot) has finished recovering.
Talent Infusion: Wild is ready to use.
Talent Voracious Blade is ready to use.
Talent Vitality is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Talent Destroyer is ready to use.
You gain 0.65 gold from the transmogrification of sentry's pouch of iron shots (39/43, 18-22 power, 4 apr).
You gain 3.58 gold from the transmogrification of shocking stralite shield of shrapnel (0 def, 8 armour, 144.5 block).
You gain 5.43 gold from the transmogrification of enlightening hardened leather armour of Toknor (9 def, 6 armour).
You gain 1.37 gold from the transmogrification of dwarven-steel mail armour of lightning resistance (3 def, 8 armour).
You gain 3.80 gold from the transmogrification of dreamer's cashmere robe of power (0 def, 0 armour).
You gain 3.18 gold from the transmogrification of shimmering yew magestaff of fate (20-24 power, 4 apr, cold element).
You gain 5.86 gold from the transmogrification of halfling hardened leather sling of enduring.
You gain 8.55 gold from the transmogrification of wanderer's gold amulet of vision.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
Talent Rush is ready to use.
There is an exit to the worldmap here (press '' or right click to use).