Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 Embers of Rage 1.7.0Official 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. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Doombringer |
Level / Exp | 22 / 50% |
Size | medium |
Lifes / Deaths | Killed by Betavena the wolf at level 22 on the 19th Haze 122nd year of Ascendancy at 14:35 / 1 |
Primary Stats
Strength | 46 (base 29) |
Dexterity | 35 (base 20) |
Constitution | 12 (base 12) |
Magic | 59 (base 50) |
Willpower | 14 (base 10) |
Cunning | 15 (base 11) |
Resources
Life | -78/678 |
Steam | 100/100 |
Stamina | 160/203 |
Vim | 0/201 |
Healing Factor | 1.2691526171257 |
Regeneration | 15.166373774652 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 4 |
See Invisible | 3 |
Offense: Mainhand
Damage | 46 |
Accuracy | 46 |
Crit Chance | 12% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Fire | +10% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 44 (58.594633868923%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 26 |
Mental Save | 23 |
Defense: Resistances
Blight | + 6%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Physical | + 22%( 70%) |
Darkness | + 13%( 70%) |
Light | + 14%( 70%) |
Temporal | + 9%( 70%) |
Lightning | + 24%( 70%) |
Mind | + 11%( 70%) |
Fire | + 70%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 26% |
Disarm Resistance | 22% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 227 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 79 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. |
Class Talents
Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 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 successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. | 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: * You've found the needed hummerhorn wing. * You've found the needed pouch of bone giant dust. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed xorn fragment. * You've found the needed ice ant stinger. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Boriromihir the pair of rough leather boots (0 def, 1 armour) Boriromihir the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% ----- def ----- Armour +1 Fatigue -5% Phys.save +15 (+7 eff.) Die.at -60.00 life ---------- misc Max.enc +21 Max.stam +30.00 See.Invis +3 A pair of boots made of leather. |
Light source | Scaldreek the brass lantern Scaldreek the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% fire Res.pen +10% lightning +10% fire Melee Ret 15 fire ----- def ----- Resists +9% lightning +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Urthedan the Floespawn (0 def, 3 armour) Urthedan the Floespawn (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal +12% fire +6% blight +6% cold +3% nature +5% arcane Mind.save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Blindbraid (dig speed 30 turns) Blindbraid (dig speed 30 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Max.HP +42.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | warrior's copper ring of life warrior's copper ring of life0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +45.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | warrior's copper ring of tenacity warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
Around waist | hardened leather belt 'Delonaridralen' hardened leather belt 'Delonaridralen'1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +3 Mag +4 Cun +8 Lck dps ---------- Spell.pwr +4 (+2 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Stealth +7 ---------- misc T.Disarm +10 Mana/turn +0.12 Mana/s.crit +1.00 Max.mana +20.00 Infravis +4 A belt that goes around your waist. |
In main hand | Fulirand the Duskstar (43-69 power, 2 apr) Fulirand the Duskstar (43-69 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 43.0 - 68.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature +4 darkness While equipped: ----- def ----- Resists +6% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed swords. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | Torchshear (20 def, 25 armour) Torchshear (20 def, 25 armour) 9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire Dmg.mod +6% fire Melee Ret 6 fire ----- def ----- Armour +25 Hardiness +20% Defense +20 (+7 eff.) Fatigue +12% Resists +22% physical +5% arcane +67% fire HP.reg +4.70 ---------- misc Stam/turn +2.10 A suit of armour made of leather. |
Cloak | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | Mardedor the steel amulet Mardedor the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% ----- def ----- Resists +14% light +13% darkness +11% mind Heal.mod +14% Blind- +26% Cut- +50% Confus- +22% ---------- misc Max.psi +10.00 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
blink rune of the warrior (range 6; phase 20; cd 15) blink rune of the warrior (range 6; phase 20; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
shielding rune of the sneak (absorb 263; dur 5; cd 15) shielding rune of the sneak (absorb 263; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 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 263 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Dagasin' copper amulet 'Dagasin'0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +4 Resists +5% arcane +1% physical Crit.dmg- 5.00% Phys.save +15 (+7 eff.) Spell.save +11 (+5 eff.) Mind.save +11 (+5 eff.) Stun/Frz- +20% Amulets make your neck look great! |
restful copper amulet restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
warrior's steel amulet of constitution (+2) warrior's steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Isiwyn the copper ring Isiwyn the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +11% cold Apr +2 ----- def ----- Resists +22% cold Rings make your fingers look great! |
warrior's copper ring warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr) Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
thought-forged iron battleaxe of erosion (14-22 power, 1 apr) thought-forged iron battleaxe of erosion (14-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Nature/Psionic Power 14.5 - 21.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 nature +7 mind On Hit: * 14% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +3 Wil Massive two-handed battleaxes. |
hateful iron greatmaul (18-26 power, 1 apr) hateful iron greatmaul (18-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Psionic Power 17.5 - 26.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 darkness Against +9% Living Massive two-handed mauls. |
iron greatsword (16-26 power, 1 apr) iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steady cured leather sling of piercing steady cured leather sling of piercing4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% all Acc +15 (+5 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
ash starstaff of channeling (15-18 power, 3 apr, temporal element) ash starstaff of channeling (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +16 (+6 eff.) Dmg.mod +15% temporal ---------- misc Mana/turn +0.16 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Vorutha the rough leather belt Vorutha the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Resists +15% lightning +6% temporal +3% acid +5% arcane +1% physical Phys.save +3 (+1 eff.) Die.at -60.00 life A belt that goes around your waist. |
grounding rough leather belt grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal A belt that goes around your waist. |
rough leather belt of life rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
marshal's linen cloak of the guardian (6 def, 4 armour) marshal's linen cloak of the guardian (6 def, 4 armour)2.0 T1 cloak armor [Ego++] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +4 Defense +6 (+2 eff.) Phys.save +16 (+7 eff.) Spell.save +11 (+5 eff.) Mind.save +10 (+5 eff.) Max.HP +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of lightning (+21%) (0 def, 0 armour) mindwoven woollen robe of lightning (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +14% lightning ----- def ----- Resists +21% lightning +9% all Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of time (+12%) (0 def, 0 armour) woollen robe of time (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Resists +9% all +12% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Neryyawe the pair of iron boots (0 def, 3 armour) Neryyawe the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +2% Resists +3% mind ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of speed (0 def, 3 armour) pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 170.07 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
scouring dwarven-steel gauntlets (0 def, 2 armour) scouring dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +10 (+5 eff.) 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. |
Aduwe (0 def, 3 armour) Aduwe (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Res.pen +20% physical ----- def ----- Armour +3 Fatigue +1% Resists +3% fire Crit.dmg- 5.00% ---------- misc Stam/turn +1.00 Infravis +1 A cap made of leather. |
Bethille (0 def, 3 armour) Bethille (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness Phys.save +11 (+5 eff.) Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Rainwill' (1 def, 0 armour) linen wizard hat 'Rainwill' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Defense +1 (+1 eff.) Resists +10% lightning +9% temporal +9% darkness +9% cold +3% light A pointy cloth hat, very wizardly... |
stabilizing iron helm (0 def, 3 armour) stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Infernoire the steel mail armour (2 def, 6 armour) Infernoire the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +10% fire ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid +6% fire Max.HP +45.00 Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
Shimmerriver the steel mail armour (2 def, 6 armour) Shimmerriver the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% lightning +3% darkness Res.pen +25% lightning ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% blight +7% physical +16% darkness +15% lightning Phys.save +13 (+6 eff.) ---------- misc Light +1 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel plate armour of cold resistance (0 def, 15 armour) impenetrable steel plate armour of cold resistance (0 def, 15 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +15% cold A suit of armour made of metal plates. |
11 agate 11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
95 alchemist agate 95 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald emerald0.0 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. |
6 spinel 6 spinel0.0 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. |
Unrozilarak the Blastgrinder Unrozilarak the Blastgrinder2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Melee Ret 4 lightning 6 cold ----- def ----- Resists +3% light ---------- misc Light +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending ash totem of stinging [power 176] (15 cooldown) extending ash totem of stinging [power 176] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By DOOOOOM the Skeleton Doombringer level 20
3rd Haze 122nd year of Ascendancy at 21:05 see stats
By DOOOOOM the Skeleton Doombringer level 10
4th Flare 122nd year of Ascendancy at 11:19 see stats
By DOOOOOM the Skeleton Doombringer level 20
57th Dusk 122nd year of Ascendancy at 21:31 see stats
By DOOOOOM the Skeleton Doombringer level 20
70th Dusk 122nd year of Ascendancy at 15:03 see stats
By DOOOOOM the Skeleton Doombringer level 12
10th Flare 122nd year of Ascendancy at 02:20 see stats
By DOOOOOM the Skeleton Doombringer level 12
2nd Dusk 122nd year of Ascendancy at 05:06 see stats
By DOOOOOM the Skeleton Doombringer level 21
5th Haze 122nd year of Ascendancy at 11:27 see stats
By DOOOOOM the Skeleton Doombringer level 15
25th Dusk 122nd year of Ascendancy at 20:55 see stats
Log
Talent Bone Armour is ready to use.
Talent Re-assemble is ready to use.
DOOOOOM hits Something for 7 fire damage.
Melee retaliation hits DOOOOOM for 10 arcane damage.
DOOOOOM hits Something for (13 flat reduction), 7 physical, (6 flat reduction), 0 nature, (2 flat reduction), 0 darkness, (4 flat reduction), 0 fire, (6 flat reduction), 0 fire (7 total damage).
Something hits DOOOOOM for 68 physical, 16 arcane (84 total damage).
DOOOOOM receives 2 healing from Devouring flames from DOOOOOM.
DOOOOOM receives 2 healing from Devouring flames from DOOOOOM.
Something performs a melee critical strike against DOOOOOM!
Something performs a melee critical strike against DOOOOOM!
Something hits DOOOOOM for 77 physical, 85 physical (162 total damage).
Something performs a melee critical strike against DOOOOOM!
Something hits DOOOOOM for 71 physical, 17 arcane (87 total damage).
LIFE LOST WARNING!
DOOOOOM casts Rune: Shielding.
A shield forms around DOOOOOM.
DOOOOOM misses Something.
Something performs a melee critical strike against DOOOOOM!
DOOOOOM wanders around!
Something hits DOOOOOM for (122 absorbed), 0 physical (0 total damage).
Something performs a melee critical strike against DOOOOOM!
Your shield crumbles under the damage!
The shield around DOOOOOM crumbles.
Something hits DOOOOOM for (105 absorbed), 1 physical, 5 arcane (7 total damage).
DOOOOOM receives 2 healing from Devouring flames from DOOOOOM.
DOOOOOM receives 2 healing from Devouring flames from DOOOOOM.
Something hits DOOOOOM for 51 physical, 38 physical (89 total damage).
DOOOOOM the level 22 skeleton doombringer was punctured to death by Betavena the wolf on level 4 of Old Forest.