










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Doombringer |
Level / Exp | 16 / 19% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 16 on the 17th Dusk 122nd year of Ascendancy at 05:05 / 1 |
Primary Stats
Strength | 43 (base 37) |
Dexterity | 14 (base 10) |
Constitution | 14 (base 12) |
Magic | 40 (base 37) |
Willpower | 11 (base 10) |
Cunning | 14 (base 11) |
Resources
Life | -121/364 |
Stamina | 29/148 |
Vim | 2/177 |
Healing Factor | 1.2472895330004 |
Regeneration | 9.178187063524 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 25.342941493866 |
See Invisible | 26.342941493866 |
Offense: Mainhand
Damage | 64 |
Accuracy | 44 |
Crit Chance | 13% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +4% |
Light | +10% |
Cold | +23% |
Lightning | +10% |
Fire | +24% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Arcane | +15% |
Fire | +20% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 33.317011280365 (72.903125182002%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 15 |
Physical Save | 24 |
Spell Save | 26 |
Mental Save | 8 |
Defense: Resistances
Acid | + 12%( 70%) |
Physical | + 6%( 70%) |
Cold | + 70%( 70%) |
All | 0%( 70%) |
Darkness | + 15%( 70%) |
Light | + 30%( 70%) |
Lightning | + 6%( 70%) |
Fire | + 6%( 70%) |
Mind | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 206 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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 lightning, 2 physical, 3 darkness, 3 blight, 4 fire, 5 light |
Class Talents
Corruption / Torture | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Hexes | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed red crystal shard. * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +15% fire Res.pen +5% mind Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Max.hate +2.00 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +5% physical ----- def ----- Armour +3 Defense +30 (+12 eff.) Fatigue +5% Resists +6% cold Phys.save +3 (+1 eff.) ---------- misc Stam/turn +2.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Fatigue -5% Max.HP +20.00 Stun/Frz- +20% ---------- misc Stam/turn +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +11% cold Res.pen +15% arcane Melee Ret 4 arcane ----- def ----- Resists +34% cold Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 0% ----- def ----- Resists +9% darkness Phys.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +8 See.Invis +6 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold +9% fire Res.pen +10% fire ----- def ----- Resists +6% darkness HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Acid Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +12 disarming acid While equipped: Stats +1 Str +3 Dex +3 Mag +1 Wil +3 Cun +1 Con dps ---------- Dmg.mod +4% acid Agate: Acid Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
On hands | ![]() 1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T3 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +12% Resists +12% acid +48% cold ---------- misc Breathe water A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% fire Melee Ret 2 mind ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% mind +11% cold 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 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +3% mind On Hit (Melee): * 20% chance to slow global speed by 0% ---------- misc Max.hate +2.00 Sharp, long, and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) ----- def ----- Heal.mod +11% Heal/summ +12 ---------- 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. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +1 Con dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +15% light +5% acid ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Light +1 Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Dmg.mod +9% arcane Res.pen +5% mind ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Hate/m.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +3% darkness +3% cold Melee Ret 6 blight ----- def ----- Armour +1 Resists +6% darkness Spell.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Rare] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +3% physical Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Phys.save +3 (+1 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil +3 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+3 eff.) ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T1 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Max.HP +21.00 A suit of armour made of mail. |
![]() 17.0 T1 massive armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +22% Resists +12% cold +15% fire +1% physical HP.reg +4.00 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. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.crit +4.0% Crit.mult +10.00% ----- def ----- Armour +2 ---------- misc Light +6 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. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 118.83 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 118.83 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
![]() 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (173 total damage) Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Sterid the Cornac Doombringer level 14
8th Flare 122nd year of Ascendancy at 18:23 see stats
By Sterid the Cornac Doombringer level 6
77th Pyre 122nd year of Ascendancy at 11:49 see stats
By Sterid the Cornac Doombringer level 10
5th Mirth 122nd year of Ascendancy at 09:12 see stats
By Sterid the Cornac Doombringer level 9
2nd Mirth 122nd year of Ascendancy at 12:41 see stats
Log
Gunsnake uses Double Shots.
Sterid resists!
Gunsnake's Double Shots hits Sterid for (0 abyssal shield), 11 physical (11 total damage).
Gunsnake's Double Shots hits Sterid for (0 abyssal shield), 13 physical (13 total damage).
Gunsnake's Double Shots hits Sterid for (0 abyssal shield), 12 physical (12 total damage).
Gunsnake's Double Shots hits Sterid for (0 abyssal shield), 12 physical (12 total damage).
Gunsnake's Beyond the Flesh hits Sterid for (0 abyssal shield), 8 physical, (0 abyssal shield), 5 mind, (0 abyssal shield), 9 physical (22 total damage).
Sterid receives 1 healing from Devouring flames from Sterid.
Melee retaliation hits Gunsnake for (3 flat reduction), 0 blight, (3 flat reduction), 0 fire, (2 flat reduction), 0 mind, (2 flat reduction), 0 arcane (0 total damage).
Burning from Sterid hits Gunsnake for (3 flat reduction), 0 fire (0 total damage).
Talent Fiery Aegis is ready to use.
Gunsnake stops burning.
Sterid receives 1 healing from Devouring flames from Sterid.
Talent Darkfire is ready to use.
Talent Rush is ready to use.
Talent Reckless Strike is ready to use.
Talent Dig is ready to use.
Talent Abduction is ready to use.
Talent Fiery Grasp is ready to use.
Gunsnake shoots!
Sterid rushes out!
Sterid misses Something.
Evasive Shots fires a retaliatory shot at Sterid!
Gunsnake's Evasive Shots performs a ranged critical strike against Sterid!
Gunsnake's Evasive Shots performs a ranged critical strike against Sterid!
Gunsnake's Evasive Shots hits Sterid for (0 abyssal shield), 34 physical (34 total damage).
Gunsnake's Evasive Shots hits Sterid for (0 abyssal shield), 40 physical (40 total damage).
Sterid the level 16 cornac doombringer was torn limb from limb to death by Gunsnake on level 2 of Scintillating Caves.