









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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! 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:
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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Doombringer |
Level / Exp | 21 / 23% |
Size | big |
Lifes / Deaths | Killed by The Shade at level 6 on the 2nd Mirth 122nd year of Ascendancy at 14:00 0 / 6Killed by luminous horror at level 13 on the 6th Dusk 122nd year of Ascendancy at 06:27 Killed by luminous horror at level 13 on the 6th Dusk 122nd year of Ascendancy at 06:48 Killed by Urkis, the High Tempest at level 15 on the 27th Dusk 122nd year of Ascendancy at 01:51 Killed by Khelelari the giant at level 18 on the 63rd Dusk 122nd year of Ascendancy at 23:08 Killed by Nerizha the quasit squad leader at level 21 on the 68th Dusk 122nd year of Ascendancy at 22:55 |
Primary Stats
Strength | 39 (base 34) |
Dexterity | 13 (base 10) |
Constitution | 38 (base 33) |
Magic | 38 (base 33) |
Willpower | 19 (base 10) |
Cunning | 27 (base 12) |
Resources
Life | -97/593 |
Stamina | 120/182 |
Vim | 122/153 |
Healing Factor | 0.40192307692309 |
Regeneration | 1.4740717655489 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.5% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 26.315072265109 |
See Invisible | 36.315072265109 |
Offense: Mainhand
Damage | 61 |
Accuracy | 39 |
Crit Chance | 20% |
APR | 30 |
Speed | 0.90 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | 0% |
Blight | +4% |
Physical | +19% |
All | 0% |
Defense: Base
Armour (hardiness) | 46.08934837382 (96.030927835052%) |
Defense | 17 |
Ranged Defense | 23 |
Fatigue | 9 |
Physical Save | 29 |
Spell Save | 29 |
Mental Save | 27 |
Defense: Resistances
Acid | 0%( 70%) |
Lightning | + 3%( 70%) |
Light | + 12%( 70%) |
Cold | + 6%( 70%) |
Blight | + 3%( 70%) |
Physical | + 5%( 70%) |
Mind | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Pinning Resistance | 5% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 21). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 42) for 3 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 207 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Corruption / Brutality | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 0.80 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
talent | Share the Pain |
beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 170% Raging flames |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 28.91 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 16.65 darkness damage per turn. Bane of Confusion |
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 successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 20. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.2 Pwr.cost 25 out of 3/25. 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. |
On head | ![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 7 bleed Ranged+ 9 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ---------- misc Hate/m.crit +2.00 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +9 (+6 eff.) Rng.Def +9 (+4 eff.) Resists +3% blight +6% cold Spell.save +8 (+4 eff.) Disease- +5% Pinning- +5% ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
On hands | ![]() 1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 physical Dmg.mod +4% physical Acc +11 (+3 eff.) ----- def ----- Armour +7 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +11 Defense +5 (+4 eff.) Fatigue +24% Resists +3% lightning +3% mind +12% light Mind.save +14 (+7 eff.) Silence- +20% Stun/Frz- +10% A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 95.28 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 202 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 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 (10 radius) and to allow you to see invisible and stealthed creatures (power 17) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any animal 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. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% acid Res.pen +10% acid ----- def ----- Fatigue -6% Resists +10% temporal HP.reg +1.00 Pinning- +26% Knockbk- +20% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +12% darkness Res.pen +15% arcane Phasing +50% ----- def ----- Resists +24% darkness Spell.save +30 (+14 eff.) ---------- misc Max.vim +20.00 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +20.00 Disarm- +21% Pinning- +22% Knockbk- +20% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +6% blight Poison- +14% Disease- +13% Rings can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +8 nature On Crit: * cripple the target While equipped: dps ---------- Phys.crit +12.0% Dmg.mod +6% nature +15% light Melee Ret 8 light On Hit (Melee): * 30% chance to blind Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Normal] Power 21.5 - 32.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Light Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +12 blinding light While equipped: Stats +2 Dex +2 Mag +2 Cun dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +4% light +2% all Ametrine: Light Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Psionic Power 21.0 - 33.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Slows global speed by 40% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% nature +5% acid On Hit (Melee): * 30% chance to corrode armour by 30% Massive two-handed swords. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 177.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +7 fire While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +10% fire +7% physical +9% arcane +6% temporal Res.pen +16% physical +6% temporal Phasing +18% ----- def ----- Resists +3% acid ---------- misc Reload +2 Max.vim +10.00 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 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. |
![]() 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% mind Res.pen +15% darkness Melee Ret 8 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue -3% Resists +6% darkness Phys.save +8 (+4 eff.) ---------- misc Max.enc +26 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +3 Fatigue -3% Resists +6% temporal Phys.save +8 (+4 eff.) Cut- +5% ---------- misc Max.enc +28 Telepathy Dragon A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego++] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +1 Fatigue +1% Silence- +20% Confus- +23% Stun/Frz- +21% A pair of boots made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +9% mind Melee Ret 4 mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +2 (+2 eff.) Resists +18% acid +6% mind +21% lightning A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +3% Melee+ 20 acid 21 fire Dmg.mod +12% arcane Res.pen +5% blight Melee Ret 19 acid 19 fire ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +47% acid +26% fire Spell.save +10 (+5 eff.) ---------- misc Max.vim +10.00 Light +1 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Rare] Nature While equipped: Stats +3 Dex +3 Wil dps ---------- Acc +14 (+4 eff.) Melee Ret 8 light On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +8 Defense +12 (+7 eff.) Rng.Def +9 (+4 eff.) Fatigue +16% Resists +16% blight +12% darkness Max.HP +10.00 ---------- misc Max.stam +15.00 Light +2 A suit of armour made of mail. |
![]() 17.0 T3 massive armor [Normal] While equipped: ----- def ----- Armour +11 Defense +5 (+4 eff.) Fatigue +24% A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Con dps ---------- Melee+ 6 acid Melee Ret 11 acid On Melee Ret: * 17% chance to reduce effective powers by 20% * 15 arcane resource burn ----- def ----- Armour +2 Defense +6 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +7% acid +16% cold +9% nature Spell.save +9 (+5 eff.) ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 8, power 55 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 5 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ynsin the Cornac Doombringer level 11
1st Dusk 122nd year of Ascendancy at 22:14 see stats
By Ynsin the Cornac Doombringer level 20
67th Dusk 122nd year of Ascendancy at 02:49 see stats
By Ynsin the Cornac Doombringer level 15
27th Dusk 122nd year of Ascendancy at 01:38 see stats
By Ynsin the Cornac Doombringer level 5
78th Pyre 122nd year of Ascendancy at 19:06 see stats
By Ynsin the Cornac Doombringer level 18
60th Dusk 122nd year of Ascendancy at 03:57 see stats
By Ynsin the Cornac Doombringer level 10
7th Flare 122nd year of Ascendancy at 16:40 see stats
By Ynsin the Cornac Doombringer level 20
67th Dusk 122nd year of Ascendancy at 02:24 see stats
By Ynsin the Cornac Doombringer level 14
17th Dusk 122nd year of Ascendancy at 10:16 see stats
By Ynsin the Cornac Doombringer level 6
2nd Mirth 122nd year of Ascendancy at 02:06 see stats
By Ynsin the Cornac Doombringer level 13
7th Dusk 122nd year of Ascendancy at 22:06 see stats
By Ynsin the Cornac Doombringer level 18
66th Dusk 122nd year of Ascendancy at 07:51 see stats
Log
Nerizha the quasit squad leader casts Circle of Death.
Nerizha the quasit squad leader receives 98 healing from Ynsin.
Ynsin wanders around!.
Ynsin's demonfire area effect hits Ynsin for 25 fire damage.
Nerizha the quasit squad leader receives 24 healing from Ynsin's demonfire area effect.
Talent Voracious Blade is ready to use.
Acid Splash from Wretchling hits Ynsin for 7 acid damage.
Bane of Confusion from Nerizha the quasit squad leader hits Ynsin for 17 darkness damage.
Nerizha the quasit squad leader casts Impending Doom.
Ynsin is doomed!
Ynsin is confused and fails to use Fiery Aegis.
Ynsin's demonfire area effect hits Ynsin for 25 fire damage.
Nerizha the quasit squad leader receives 24 healing from Ynsin's demonfire area effect.
Acid Splash from Wretchling hits Ynsin for 7 acid damage.
Bane of Confusion from Nerizha the quasit squad leader hits Ynsin for 17 darkness damage.
Impending Doom from Nerizha the quasit squad leader hits Ynsin for 29 arcane damage.
Nerizha the quasit squad leader casts Fear the Night.
Ynsin is knocked back!
Nerizha the quasit squad leader hits Ynsin for 101 darkness damage.
Ynsin is confused and fails to use Rush.
Nerizha the quasit squad leader receives 24 healing from Ynsin's demonfire area effect.
Wretchling's acid area effect hits Ynsin for 12 acid damage.
Ynsin is free from the acid.
Bane of Confusion from Nerizha the quasit squad leader hits Ynsin for 17 darkness damage.
Impending Doom from Nerizha the quasit squad leader hits Ynsin for 29 arcane damage.
Nerizha the quasit squad leader casts Invoke Darkness.
Saving game...