Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Embers of Rage 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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 Adventure |
Sex | Male |
Race | Shalore |
Class | Doombringer |
Level / Exp | 14 / 3% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 44 (base 32) |
Dexterity | 19 (base 10) |
Constitution | 18 (base 12) |
Magic | 39 (base 33) |
Willpower | 25 (base 10) |
Cunning | 17 (base 11) |
Resources
Life | 355/355 |
Stamina | 198/198 |
Vim | 126/142 |
Healing Factor | 1.513829787234 |
Regeneration | 5.8282446808511 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 3 |
See Stealth | 5 |
See Invisible | 18 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 61 |
Accuracy | 20 |
Crit Chance | 25% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +11% |
Physical | +11% |
Nature | +3% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 45.45280656352 (89.030927835052%) |
Defense | 18 |
Ranged Defense | 23 |
Fatigue | 17 |
Physical Save | 27 |
Spell Save | 24 |
Mental Save | 23 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Lightning | + 11%( 70%) |
Light | + 33%( 70%) |
Darkness | + 13%( 70%) |
Physical | + 17%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 57% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 466% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 208 damage for 4 turns. 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 12% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Horrifying Blows |
talent | Abyssal Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | 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 |
Equipment
On feet | pair of iron boots 'Willowmoon' (0 def, 5 armour) pair of iron boots 'Willowmoon' (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +6.00% Melee Ret 16 physical On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +5 Fatigue -3% Phys.save +6 (+3 eff.) HP.reg +0.40 ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Mayenne Mayenne2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str dps ---------- Crit.mult +3.00% Acc +8 (+4 eff.) ----- def ----- Armour +2 Mind.save +6 (+3 eff.) Heal.mod +15% ---------- misc Light +2 See.Stealth +5 See.Invis +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. |
On head | linen wizard hat 'Mayasevena' (1 def, 0 armour) linen wizard hat 'Mayasevena' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +1 Mag dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Resists +16% acid +5% arcane ---------- misc Infravis +3 Telepathy Dragon A pointy cloth hat, very wizardly... |
Tool | bloodhexed iron pickaxe (dig speed 29 turns) bloodhexed iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +4 Str +4 Wil dps ---------- Phys.crit +6.0% Mind.crit +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Phlegmtorrent' steel ring 'Phlegmtorrent'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +11% light +3% nature Res.pen +5% nature Melee Ret 4 mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +22% light HP.reg +1.20 Stun/Frz- +22% Rings can have magical properties. |
On fingers | copper ring of the mountain (+11%) copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | dwarven-steel greatsword of crippling (146% power, 2 apr) dwarven-steel greatsword of crippling (146% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Massive two-handed swords. |
On hands | Gydor (0 def, 10 armour) Gydor (0 def, 10 armour)1.5 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +3 Dex +3 Cun +6 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +15% physical ----- def ----- Armour +10 Hardiness +8% Resists +6% physical Phys.save +8 (+4 eff.) HP.reg +1.80 ---------- misc Stam/turn +0.70 Max.stam +16.00 Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Dairandil the steel plate armour (13 def, 9 armour) Dairandil the steel plate armour (13 def, 9 armour)17.0 T2 massive armor [Rare] Arcane While equipped: ----- def ----- Armour +9 Defense +13 (+7 eff.) Rng.Def +9 (+5 eff.) Fatigue +22% Resists +11% light +13% darkness Spell.save +6 (+3 eff.) Stun/Frz- +15% ---------- misc Max.stam +5.00 A suit of armour made of metal plates. |
Cloak | Polesemina the linen cloak (1 def, 0 armour) Polesemina the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Dex +5 Wil dps ---------- Apr +3 ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) HP.reg +0.20 ---------- misc Stam/turn +0.20 See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets can have magical properties. |
Inventory
copper ring of darkness (+22%) copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings can have magical properties. |
marksman's steel ring marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
savior's copper ring of tenacity savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings can have magical properties. |
Chamakaltholdil the steel greatmaul (133% power, 2 apr) Chamakaltholdil the steel greatmaul (133% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Nature Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 lightning +13 temporal +10 nature +16 insidious poison On Crit.r2 +4 arcane On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Res.pen +5% blight ----- def ----- Resists +3% blight Massive two-handed mauls. |
acidic iron mace (108% power, 2 apr) acidic iron mace (108% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid Blunt and deadly. |
elm magestaff of illumination (100% power, 2 apr, fire element) elm magestaff of illumination (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical 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% fire On Hit (Melee): * 6% chance to blind ----- def ----- Defense +6 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 83.92 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of might (100% power, 2 apr, acid element) elm vilestaff of might (100% power, 2 apr, acid element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hathusadin' (1 def, 0 armour) linen cloak 'Hathusadin' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Mind.crit +4% Dmg.mod +15% blight ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.psi +10.00 Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Kindletrial' (0 def, 1 armour) pair of rough leather boots 'Kindletrial' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Melee Ret 12 temporal On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A pair of boots made of leather. |
Gleamfoe (0 def, 1 armour) Gleamfoe (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid +3% light Res.pen +10% acid Acc +6 (+3 eff.) On Hit (Melee): * 15% chance to blind ----- def ----- Armour +1 Resists +9% light Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +23% ---------- misc Light +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 152.33 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. 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. |
Zuburenne the iron gauntlets (0 def, 1 armour) Zuburenne the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +9% blight +9% temporal +5% arcane +3% lightning Die.at -40.00 life Silence- +10% Pinning- +5% Metal gloves protecting the hands up to the middle of the lower arm. |
Zubyba the rough leather gloves (0 def, 1 armour) Zubyba the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Armour +1 Resists +6% mind Mind.save +3 (+1 eff.) HP.reg +1.10 Blind- +10% Pinning- +25% ---------- misc Stam/turn +0.60 Max.stam +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bregemnir (3 def, 1 armour) Bregemnir (3 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Dex +2 Wil +2 Cun dps ---------- Mind.pwr +4 (+2 eff.) Melee Ret 8 acid ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% HP.reg +0.20 Heal.mod +15% ---------- misc Stam/turn +0.20 A cap made of leather. |
Flashprophet (0 def, 1 armour) Flashprophet (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% fire Res.pen +5% fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% Resists +24% fire A cap made of leather. |
Glintveil (0 def, 3 armour) Glintveil (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +9% cold +6% light Spell.save +9 (+4 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tulefast (0 def, 5 armour) Tulefast (0 def, 5 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% mind ----- def ----- Armour +5 Fatigue +1% Silence- +25% Stun/Frz- +10% ---------- misc Equi/ret +0.08 A cap made of leather. |
rough leather cap 'Belara' (0 def, 3 armour) rough leather cap 'Belara' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +1% Resists +3% cold Silence- +15% Disarm- +10% Pinning- +20% ---------- misc Hate/m.crit +1.00 A cap made of leather. |
rough leather cap 'Woenail' (0 def, 1 armour) rough leather cap 'Woenail' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +2 Con dps ---------- Mind.pwr +3 (+1 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +1 See.Invis +6 A cap made of leather. |
Kindleidol the iron mail armour (2 def, 4 armour) Kindleidol the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Mind.crit +2% On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% acid +9% light ---------- misc Psi/ret +0.04 A suit of armour made of mail. |
cleansing iron plate armour of clarity (3 def, 7 armour) cleansing iron plate armour of clarity (3 def, 7 armour)17.0 T1 massive armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +10% blight +5% mind +11% nature Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
agate 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. |
71 alchemist agate 71 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. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.2 Pwr.cost 25 out of 25/25. Range 5 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 95.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 95.54 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
bright alchemist's lamp bright alchemist's lamp1.0 T3 lite [Ego] Master While equipped: ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 121.41 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
elm totem of cure ailments [power 1] (10 cooldown) elm totem of cure ailments [power 1] (10 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
Thundertyphoon [power 73] (6 cooldown) Thundertyphoon [power 73] (6 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid Res.pen +20% acid Melee Ret 12 acid On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +6% lightning Creates a wall of flames lasting 4 turns (dealing 73 fire damage overall) Puts all charms on 6 cooldown 100% to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 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. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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 Elielth the Shalore Doombringer level 6
77th Pyre 122nd year of Ascendancy at 22:34 see stats
By Elielth the Shalore Doombringer level 10
4th Dusk 122nd year of Ascendancy at 01:28 see stats
By Elielth the Shalore Doombringer level 8
1st Summertide 122nd year of Ascendancy at 01:03 see stats
By Elielth the Shalore Doombringer level 13
17th Dusk 122nd year of Ascendancy at 21:50 see stats
Log
Burning from Siliyama the crimson crystal hits Elielth for 14 fire damage.
Burning from Siliyama the crimson crystal hits Elielth for 14 fire damage.
Elielth aims less carefully.
Burning from Siliyama the crimson crystal hits Elielth for 14 fire damage.
Elielth stops burning.
Resting starts...
Elielth is moving less freely.
Talent Burning Sacrifice is ready to use.
Talent Abduction is ready to use.
Talent Infusion: Movement is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
Elielth picks up (g.): linen cloak 'Hathusadin' (1 def, 0 armour).
Resting starts...
Talent Perfect Strike is ready to use.
Rested for 2 turns (stop reason: all resources and life at maximum).
Elielth picks up (f.): elm magestaff of illumination (100% power, 2 apr, fire element).
Elielth picks up (g.): elm vilestaff of might (100% power, 2 apr, acid element).
Elielth picks up (M.): citrine.
There is a ladder to the next level here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).
Elielth deactivates Abyssal Shield.
Elielth deactivates Horrifying Blows.