








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.5.5This 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Doombringer |
| Level / Exp | 21 / 8% |
| Size | small |
| Lifes / Deaths | Killed by Cyritta the large brown snake at level 14 on the 15th Haze 122nd year of Ascendancy at 15:13 0 / 6Killed by Belabrevena the Guardian at level 19 on the 3rd Pyre 123rd year of Ascendancy at 05:55 Killed by wretchling at level 21 on the 6th Pyre 123rd year of Ascendancy at 02:32 Killed by champion of Urh'Rok at level 21 on the 6th Pyre 123rd year of Ascendancy at 04:25 Killed by champion of Urh'Rok at level 21 on the 7th Pyre 123rd year of Ascendancy at 11:50 Killed by champion of Urh'Rok at level 21 on the 7th Pyre 123rd year of Ascendancy at 13:43 |
Primary Stats
| Strength | 52 (base 41) |
| Dexterity | 20 (base 10) |
| Constitution | 27 (base 18) |
| Magic | 40 (base 35) |
| Willpower | 16 (base 10) |
| Cunning | 30 (base 18) |
Resources
| Life | -114/644 |
| Stamina | 150/175 |
| Vim | 144/168 |
| Healing Factor | 1.1794416243655 |
| Regeneration | 0.76663705583755 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 31 |
| Crit Chance | 22% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Lightning | +12% |
| Fire | +22% |
| Acid | +6% |
Offense: Damage Penetration
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 58.08934837382 (81.030927835052%) |
| Defense | 23 |
| Ranged Defense | 25 |
| Fatigue | 20 |
| Physical Save | 29 |
| Spell Save | 40 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 21%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 20%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Stun Resistance | 22% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 323 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -413 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 179 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 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 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Horrifying Blows |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 6 defense. Evasion |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost 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 gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Constitution by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 50. | 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: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed electric eel tail. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Fulylach (5 def, 16 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +3.00% ----- def ----- Armour +16 Defense +5 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% HP.reg +0.40 Heal.mod +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +7 (+3 eff.) ---------- misc Light +4 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 | bladed iron helm of knowledge (0 def, 3 armour)3.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 39.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Loratoldir [power 30] (12/20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Cun +2 Mag dps ---------- Dmg.mod +6% mind ---------- misc Infravis +1 Telepathy Dragon Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Lisildakira the Scorchglean0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +5% fire ----- def ----- Resists +24% lightning +6% temporal +9% nature +6% light Spell.save +30 (+10 eff.) Rings can have magical properties. |
| On fingers | Arosin0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Str +3 Dex +3 Wil +1 Cun +4 Con dps ---------- Dmg.mod +6% acid +13% fire ----- def ----- Resists +26% fire Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Zanahor the Charvice (49.5-79.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Arcane Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +17 lightning +16 fire On Crit.r2 +12 nature On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +9% fire Res.pen +20% fire Melee Ret 12 fire ----- def ----- Resists +3% nature Massive two-handed swords. This item has been sent to the Item's Vault. |
| On hands | Jetwrest the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Resists +3% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | impenetrable steel plate armour of the dragon (4 def, 14 armour)17.0 T2 massive armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +22% Resists +7% acid +5% physical +7% fire +8% cold +8% lightning Disarm- +23% Stun/Frz- +22% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | thick linen cloak of the guardian (7 def, 9 armour)2.0 T1 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +9 Defense +7 (+4 eff.) Resists +10% cold Phys.save +11 (+6 eff.) Spell.save +11 (+4 eff.) Mind.save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +20% Amulets can have magical properties. |
Inventory
wild infusion of the titan (resist 14%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 14% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
movement infusion of the sneak (539% 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 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 539% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (35 cold damage; freeze 3 turns with power 47)0.1 T2 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 35.50 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 47 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
teleportation rune of the duelist (range 55)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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the psychic (radius 12; dur 12; see humanoid)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 14) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any humanoid around. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings can have magical properties. |
solipsist's steel ring of misery0.1 T2 ring jewelry [Ego++] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 11 bleed Ranged+ 7 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
yew magestaff 'Ragolar' (24-28.8 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +5.5% Atk.spd 100% Melee+ +16 physical While equipped: Stats +4 Mag +3 Cun +3 Con dps ---------- Spell.crit +10% Crit.mult +10.00% Spell.pwr +19 (+7 eff.) Dmg.mod +24% cold ----- def ----- Phys.save +30 (+14 eff.) ---------- misc Vim/s.crit +5.00 Max.vim +26.00 Max.N.En +20.00 Talents +1 Command Staff Unleash an elemental blastwave, dealing 10.38 to 12.46 cold damage in a radius 4 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
Acera (33-46.2 power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 29 acid damage in a 4 radius ball. This damage will increase by 20% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Delybar the Muckripper (2 def, 6 armour)14.0 T2 heavy armor [Random Unique] Master/Psionic While equipped: dps ---------- Crit.mult +6.00% Phys.pwr +8 (+3 eff.) Res.pen +5% nature ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +18% cold +6% mind +16% fire Mind.save +10 (+5 eff.) A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Adiribretha the Bloomlash (3 def, 8 armour)14.0 T3 heavy armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +5 Wil +7 Cun +3 Con dps ---------- Dmg.mod +12% nature Melee Ret 4 nature ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +6% nature +8% physical Phys.save +13 (+7 eff.) Mind.save +14 (+7 eff.) Max.HP +35.00 ---------- misc Telepathy Dragon A suit of armour made of mail. |
radiant dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor [Ego++] Nature While equipped: Stats +1 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +19% blight +15% darkness Max.HP +61.00 HP.reg +1.00 Heal.mod +16% ---------- misc Light +1 A suit of armour made of mail. This item has been sent to the Item's Vault. |
dwarven-steel plate armour of the dragon (5 def, 11 armour)17.0 T3 massive armor [Ego+] Nature While equipped: Stats +3 Str +3 Con ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +8% acid +7% physical +6% fire +7% cold +6% lightning Disarm- +20% Stun/Frz- +20% Knockbk- +23% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
rough leather belt 'Runavon'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Spell.crit +3% Crit.mult +15.00% ----- def ----- Resists +6% light +6% darkness ---------- misc Max.vim +10.00 A belt that goes around your waist. |
Turulatharek1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +20.00% Res.pen +10% mind ----- def ----- Resists +7% acid +7% fire +7% cold +7% lightning ---------- misc Equi/ret +0.36 A belt that goes around your waist. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. This item has been sent to the Item's Vault. |
cashmere cloak 'Shinevile' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Wil +2 Mag dps ---------- Dmg.mod +3% lightning +9% light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of tirelessness (0 def, 6 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +10.00 Infravis +1 A pair of boots made of leather. |
Erizilathad the hardened leather cap (9 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Armour +3 Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Fatigue +3% Resists +2% physical Phys.save +20 (+10 eff.) HP.reg +0.80 Heal.mod +20% A cap made of leather. |
2 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. |
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. |
3 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. |
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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
151 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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 47.95 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Feek the Halfling Doombringer level 13
70th Dusk 122nd year of Ascendancy at 22:04 see stats
Exterminator
Killed 1000 creatures.By Feek the Halfling Doombringer level 17
27th Regrowth 123rd year of Ascendancy at 00:21 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Feek the Halfling Doombringer level 5
75th Pyre 122nd year of Ascendancy at 21:38 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Feek the Halfling Doombringer level 15
18th Haze 122nd year of Ascendancy at 23:25 see stats
Level 10
Got a character to level 10.By Feek the Halfling Doombringer level 10
3rd Flare 122nd year of Ascendancy at 02:04 see stats
Level 20
Got a character to level 20.By Feek the Halfling Doombringer level 20
3rd Pyre 123rd year of Ascendancy at 07:58 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Feek the Halfling Doombringer level 12
38th Dusk 122nd year of Ascendancy at 06:14 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Feek the Halfling Doombringer level 15
19th Haze 122nd year of Ascendancy at 04:16 see stats
That was close
Killed your target while having only 1 life left.By Feek the Halfling Doombringer level 17
4th Regrowth 123rd year of Ascendancy at 12:27 see stats
The Arena
Unlocked Arena mode.By Feek the Halfling Doombringer level 9
1st Summertide 122nd year of Ascendancy at 20:46 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Feek the Halfling Doombringer level 18
27th Regrowth 123rd year of Ascendancy at 20:08 see stats
The secret city
Discovered the truth about mages.By Feek the Halfling Doombringer level 8
2nd Mirth 122nd year of Ascendancy at 03:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Feek the Halfling Doombringer level 20
5th Pyre 123rd year of Ascendancy at 22:24 see stats
Log
Talent Draining Assault is ready to use.
Feek evades Something.
Feek evades Something.
Feek is no longer evading attacks.
Talent Incinerating Blows is ready to use.
Feek is not dazed anymore.
Feek tries to evade attacks.
Feek is stunned!
Feek hits Something for 4 physical, 11 fire (15 total damage).
Something hits Feek for 135 physical damage.
Feek's antimagic forces vanishes.
Feek activates Horrifying Blows.
The rod emits a strange noise, glows briefly and returns to normal.
Feek's ability to fight has recovered.
Ran for 2 turns (stop reason: taken damage).
Feek is disarmed!
Feek hits Something for 1 physical, 4 fire (5 total damage).
Something hits Feek for 67 physical damage.
Feek evades Something.
Feek's surge ends.
Feek is no longer evading attacks.
Feek's armour is more intact.
Champion of Urh'Rok uses Sunder Arms.
Ran for 2 turns (stop reason: taken damage).
Feek tries to evade attacks.
Saving game...

































































































