Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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! Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
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 1.5.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 18 / 55% |
Size | big |
Lifes / Deaths | Killed by Xalle the fearful symmetry at level 18 on the 22nd Haze 122nd year of Ascendancy at 08:46 / 1 |
Primary Stats
Strength | 66 (base 46) |
Dexterity | 26 (base 10) |
Constitution | 17 (base 13) |
Magic | 39 (base 33) |
Willpower | 18 (base 10) |
Cunning | 28 (base 11) |
Resources
Life | -37/545 |
Positive | 19/101 |
Stamina | 9/181 |
Vim | 122/141 |
Healing Factor | 0.91352678180063 |
Regeneration | 2.1467879372315 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 6 |
Offense: Mainhand
Damage | 92 |
Accuracy | 51 |
Crit Chance | 124% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 0 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Nature | +12% |
All | 0% |
Defense: Base
Armour (hardiness) | 40.69855214267 (48.103448275862%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 17 |
Physical Save | 24 |
Spell Save | 26 |
Mental Save | 26 |
Defense: Resistances
Nature | + 29%( 70%) |
Lightning | + 12%( 70%) |
Acid | + 12%( 70%) |
Darkness | + 3%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 6%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 42% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 214 damage for 4 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 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 |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Huge cut that bleeds, doing 0.57 physical damage per turn and decreasing all heals received by 44%. Deep Wound |
beneficial effect | Next 1 melee attacks are certain to critically strike, and this unit has 17% more critical power. Voracious Blade |
detrimental effect | The target is overwhelmed by voices from the void, giving them a 20% higher chance to spawn hallucinations from Dark Whispers and causing them to take an additional 1% temporal damage from Dark Whispers and Hideous Visions. Cacophony |
detrimental effect | Huge cut that bleeds, doing 1.43 physical damage per turn. Bleeding |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is being driven mad by the void, taking 38.86 darkness damage per turn and reducing all powers by 30. Dark Whispers |
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. | 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 within20 lumberjacks have died. | 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 34% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Nerodawyn Nerodawyn2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +2 Mag +3 Wil +3 Cun ---------- misc Light +4 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 | Manyzilaldil the Bilesaw (0 def, 4 armour) Manyzilaldil the Bilesaw (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex dps ---------- Dmg.mod +12% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Fatigue +4% Resists +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron torque of kinetic psionic shield [power 23] (20 cooldown) iron torque of kinetic psionic shield [power 23] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | warrior's steel ring of arcana(+0.14/turn) warrior's steel ring of arcana(+0.14/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Silence- +20% ---------- misc Mana/turn +0.14 Rings can have magical properties. |
On fingers | Manelathalehek Manelathalehek0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +8 Resists +12% lightning HP.reg +0.80 Blind- +10% Stun/Frz- +42% 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 | Ravenstinger the dwarven-steel greatsword (35.5-56.8 power, 2 apr) Ravenstinger the dwarven-steel greatsword (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 35.5 - 56.8 Acid Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 temporal +7 nature On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +3% darkness +12% acid Massive two-handed swords. |
On hands | restful rough leather gloves of dexterity (+3) (0 def, 1 armour) restful rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | enlightening dwarven-steel mail armour of spell shielding (3 def, 8 armour) enlightening dwarven-steel mail armour of spell shielding (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Resists +6% arcane Spell.save +14 (+7 eff.) Mind.save +16 (+8 eff.) A suit of armour made of mail. |
Cloak | Salada (1 def, 0 armour) Salada (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +6% blight Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's steel amulet of strength (+3) wanderer's steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str +5 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.30 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
Inventory
movement infusion of the titan (419% speed; 5 turns) movement infusion of the titan (419% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 419% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 193 over 5 turns) regeneration infusion of the wizard (heal 193 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 13%; cure magical, mental) wild infusion of the duelist (resist 13%; cure magical, mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 19%; cure mental) wild infusion of the duelist (resist 19%; cure mental)0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (25 cold damage; freeze 3 turns with power 15) biting gale rune (25 cold damage; freeze 3 turns with power 15)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 8; power 20; dur 3) phase door rune of the titan (range 8; power 20; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 134 for 4 turns) shielding rune of the sneak (absorb 134 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 134 damage for 4 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 ability. |
shielding rune of the wizard (absorb 222 for 4 turns) shielding rune of the wizard (absorb 222 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 222 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 236 for 3 turns) shielding rune of the wizard (absorb 236 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 236 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+0 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of mastery (0.10 Technique / Combat techniques) copper amulet of mastery (0.10 Technique / Combat techniques)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Technique/Combat techniques Amulets can have magical properties. |
insulating copper amulet of the eclipse insulating copper amulet of the eclipse0.1 T1 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +5% light +6% darkness On Melee Ret: * 5% chance to blind * 6% chance to inflict 15% damage reduction ----- def ----- Resists +10% cold +12% fire Amulets can have magical properties. |
stabilizing steel amulet of healing stabilizing steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Heal.mod +14% Cut- +50% Pinning- +24% Knockbk- +25% 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 84 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Delyfang the Glimmerroar Delyfang the Glimmerroar0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +6% light +3% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -4% Resists +6% temporal Spell.save +11 (+6 eff.) Max.HP +26.00 Disarm- +22% Pinning- +26% Knockbk- +24% ---------- misc Max.enc +22 Max.stam +14.00 Rings can have magical properties. |
Glebeth Glebeth0.1 T1 ring jewelry [Rare] Master While equipped: Stats +6 Dex +1 Mag dps ---------- Dmg.mod +6% mind Acc +6 (+2 eff.) ----- def ----- Heal/summ +30 Rings can have magical properties. |
copper ring of frost (+22%) copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
wizard's copper ring of the mountain (+11%) wizard's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Spell.save +6 (+3 eff.) Rings can have magical properties. |
arcing dwarven-steel battleaxe (31.5-47.25 power, 2 apr) arcing dwarven-steel battleaxe (31.5-47.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 31.5 - 47.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed battleaxes. |
acidic iron greatsword of massacre (24-38.4 power, 1 apr) acidic iron greatsword of massacre (24-38.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 acid On Crit: * splashes the target with acid Massive two-handed swords. |
dwarven-steel greatsword 'Chargesteel' (36.5-58.4 power, 2 apr) dwarven-steel greatsword 'Chargesteel' (36.5-58.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Disrupt Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +8 light +24 lightning On Hit: * Slows global speed by 12% * 40% chance to blind While equipped: dps ---------- Dmg.mod +6% light Massive two-handed swords. |
slime-covered dwarven-steel longsword (22.5-31.5 power, 4 apr) slime-covered dwarven-steel longsword (22.5-31.5 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Disrupt Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Slows global speed by 8% Sharp, long, and deadly. |
dwarven-steel waraxe of massacre (25-35 power, 4 apr) dwarven-steel waraxe of massacre (25-35 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
insulating rough leather belt of transcendence insulating rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+0 eff.) ----- def ----- Resists +6% cold +5% fire Phys.save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt of the giants rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+6 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+10 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
grounding pair of iron boots (0 def, 3 armour) grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots of tirelessness (0 def, 3 armour) insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +6% fire ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flashfear the rough leather cap (0 def, 1 armour) Flashfear the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Con dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Gloomlady (1 def, 0 armour) Gloomlady (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +4 Con dps ---------- Dmg.mod +11% fire Res.pen +5% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+1 eff.) Resists +16% fire ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
grounding iron helm of strength (+2) (0 def, 3 armour) grounding iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A cap made of leather. |
4 agate 4 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. |
50 alchemist agate 50 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
14 spinel 14 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- 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. |
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 75.18 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. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
4 amethyst 4 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. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
5 citrine 5 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. |
4 zircon 4 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 Durkard the Ogre Doombringer level 14
59th Dusk 122nd year of Ascendancy at 03:31 see stats
By Durkard the Ogre Doombringer level 17
20th Haze 122nd year of Ascendancy at 22:26 see stats
By Durkard the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 09:08 see stats
By Durkard the Ogre Doombringer level 10
6th Mirth 122nd year of Ascendancy at 20:38 see stats
By Durkard the Ogre Doombringer level 13
6th Dusk 122nd year of Ascendancy at 01:21 see stats
By Durkard the Ogre Doombringer level 6
78th Pyre 122nd year of Ascendancy at 02:10 see stats
By Durkard the Ogre Doombringer level 10
8th Mirth 122nd year of Ascendancy at 14:38 see stats
By Durkard the Ogre Doombringer level 15
72nd Dusk 122nd year of Ascendancy at 22:14 see stats
Log
Durkard hits Devourer for 83 acid, 15 temporal, 8 nature, 8 fire (114 total damage).
Durkard killed Devourer!
Xalle the fearful symmetry's Channel Staff hits Durkard for (71 absorbed), 0 temporal (0 total damage).
Your shield crumbles under the damage!
The shield around Durkard crumbles.
Talent Abduction is ready to use.
Deep Wound from Devourer hits Durkard for (0 absorbed), 0 physical (0 total damage).
Bleeding from Devourer hits Durkard for (0 absorbed), 0 physical (0 total damage).
Dark Whispers from Xalle the fearful symmetry hits Durkard for (1 absorbed), 33 darkness, 16 temporal (49 total damage).
Devourer is not disabled anymore.
Devourer is fully armored again.
Devourer is not stunned anymore.
Burning Shock from Durkard hits Devourer for 21 fire damage.
Burning from Durkard hits Devourer for 11 fire damage.
Burning from Durkard hits Devourer for 10 fire damage.
Devourer hits Durkard for 8 physical damage.
Durkard hits Devourer for 8 blight, 9 fire (18 total damage).
Durkard casts Detonating Charge.
Durkard performs a melee critical strike against Devourer!
Devourer's armor corrodes!
Devourer slows down.
Devourer shrugs off the effect 'Disable'!
Devourer resists the punch!
Devourer is on fire!
Devourer resists the punch!
Durkard hits Devourer for 23 fire damage.
Durkard hits Devourer for 210 acid, 15 temporal, 8 nature, 8 fire, 32 fire (273 total damage).
Durkard hits Devourer for 23 fire damage.
Saving game...