










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.6.0Official 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 1.6.6Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Better Item Description 1.6.0This 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 Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 19 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 11 on the 18th Dusk 122nd year of Ascendancy at 00:40 2 / 4Killed by DOOD at level 19 on the 61st Dusk 122nd year of Ascendancy at 23:09 Killed by Belyssra the gigantic sandworm tunneler at level 19 on the 62nd Dusk 122nd year of Ascendancy at 02:05 Killed by DOOD at level 19 on the 62nd Dusk 122nd year of Ascendancy at 02:10 |
Primary Stats
| Strength | 50 (base 47) |
| Dexterity | 19 (base 10) |
| Constitution | 31 (base 12) |
| Magic | 47 (base 36) |
| Willpower | 18 (base 10) |
| Cunning | 20 (base 11) |
Resources
| Life | 615/615 |
| Stamina | 174/174 |
| Vim | 197/197 |
| Healing Factor | 1.1567164179104 |
| Regeneration | 2.6026119402984 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 50 |
| Crit Chance | 21% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Acid | +12% |
| Fire | +6% |
| Light | +3% |
Offense: Damage Penetration
| Physical | +22% |
| Acid | +5% |
| Fire | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 30.901484348068 (82.970297029703%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 3 |
| Physical Save | 38 |
| Spell Save | 21 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Light | + 19%( 70%) |
| Physical | + 5%( 70%) |
| All | + 4%( 70%) |
| Nature | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Disarm Resistance | 77% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 286 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 699% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
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 within2 lumberjacks have died. | done |
Equipment
| On feet | Bethiyada the pair of hardened leather boots (5 def, 5 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil +1 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +5 Defense +5 (+3 eff.) Fatigue -4% Resists +1% physical Phys.save +8 (+3 eff.) ---------- misc Max.enc +24 Infravis +2 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Brodiromichik the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil +1 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +9% light Die.at -20.00 life Max.HP +20.00 Silence- +10% Disarm- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Voidwell' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Lck +2 Con dps ---------- Phys.crit +3.0% Spell.crit +2% Mind.crit +3% Dmg.mod +12% acid Res.pen +5% acid On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
| Tool | Wretchreeve the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% fire On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Fatigue -5% Resists +3% nature ---------- misc Max.psi +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
| On fingers | titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 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 | warbringer's steel greatsword (20-32 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 20.0 - 32.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +17% Massive two-handed swords. |
| On hands | dwarven-steel gauntlets 'Veluwen' (0 def, 2 armour)1.5 T2 hands armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Melee+ 5 light Dmg.mod +3% light Acc +13 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% light Phys.save +12 (+5 eff.) Mind.save +12 (+6 eff.) Disarm- +40% ---------- misc Max.hate +6.00 Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Zerenik (0 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +7 Fatigue +22% Resists +15% acid Crit.dmg- 15.00% ---------- misc Max.psi +10.00 A suit of armour made of metal plates. |
| Cloak | Dairuyon the Hellsbender (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +4 Cun +1 Con dps ---------- Res.pen +10% fire ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 5.00% Max.HP +32.00 ---------- misc Psi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Galyroddarion the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex +3 Mag +5 Cun +5 Con dps ---------- Mov.spd +10% Res.pen +15% physical ----- def ----- Defense +5 (+3 eff.) Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Infravis +1 Masteries +0.10 Technique/Combat training Amulets can have magical properties. |
Inventory
movement infusion of the titan (speed 516%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 516% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
Blood of Life0.4 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..." |
shatter afflictions rune of the wizard (absorb 73; cd 19)0.1 rune scroll [Ego] 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Murkriver0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +3% darkness +3% cold Res.pen +10% darkness Melee Ret 6 cold Amulets can have magical properties. |
gold amulet 'Zerab'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +4% Res.pen +5% acid ----- def ----- Armour +5 Defense +6 (+3 eff.) Resists +3% acid Res.Cap +4% all Phys.save +9 (+4 eff.) ---------- misc Equi/ret +0.16 Max.hate +2.00 Amulets can have magical properties. |
stabilizing gold amulet of willpower (+2)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +15% temporal Pinning- +31% Knockbk- +27% Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
warrior's steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Glintnull the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +15% darkness +10% mind ----- def ----- Phys.save +9 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +11 (+5 eff.) ---------- misc Light +3 Rings can have magical properties. |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings can have magical properties. |
wizard's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Spell.save +6 (+3 eff.) Rings can have magical properties. |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
steel battleaxe of crippling (20.5-30.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Massive two-handed battleaxes. |
balanced steel dagger of crippling (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 11.5 - 15.0 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +24% Sharp, short and deadly. |
steel dagger (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
flaming steel greatmaul of enduring (26-39 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Nature Power 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +10 Wil +9 Con ----- def ----- Max.HP +14.00 Massive two-handed mauls. |
dwarven-steel greatsword of massacre (46.5-74.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 46.5 - 74.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
steel greatsword of vileness (23-36.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 22 Massive two-handed swords. |
truestriking steel greatsword (24.5-39.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +7 (+3 eff.) Apr +9 Massive two-handed swords. |
balanced steel longsword of massacre (19.5-27.3 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +21% Sharp, long, and deadly. |
dwarven-steel longsword (22.5-31.5 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
steel longsword of massacre (21.5-30.1 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
warbringer's steel longsword of crippling (14-19.6 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +10% Sharp, long, and deadly. |
mighty cured leather sling of lightning4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +10% lightning Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of cunning (+2)4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Cun dps ---------- Phys.crit +2.0% Res.pen +6% physical Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Darkspire'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Apr +2 ----- def ----- Resists +6% cold +6% fire +2% physical ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
Balancegore (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Res.pen +10% light +5% nature Apr +2 ----- def ----- Defense +10 (+5 eff.) Resists +9% nature Phys.save +8 (+3 eff.) ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camyzor (31 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Res.pen +10% physical ----- def ----- Defense +31 (+16 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eluyakira the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Resists +6% blight Mind.save +5 (+2 eff.) Disarm- +20% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven woollen robe of light (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +10% light ----- def ----- Resists +15% light +9% all Spell.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +48.00 HP.reg +1.50 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dairugrim (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +1 Resists +3% light ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
Glorysewe (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Wil +5 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +8% temporal +1% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kebers the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Armour +8 Fatigue +3% Resists +9% cold +10% fire Mind.save +18 (+9 eff.) Disease- +10% Silence- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sewershaper the pair of dwarven-steel boots (6 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Melee Ret 4 mind ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +3% Resists +18% nature ---------- misc Hate/m.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 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." |
Scaldparry (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +30 (+10 eff.) Melee+ 8 nature Dmg.mod +5% nature Res.pen +5% physical Melee Ret 2 physical ----- def ----- Armour +2 Resists +5% nature +3% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shimmerminister the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +15 (+7 eff.) Melee+ 9 nature Dmg.mod +5% nature +9% lightning Melee Ret 6 mind ----- def ----- Armour +2 Fatigue +3% Resists +7% nature ---------- misc Hate/m.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tarrylekan the Tundracrack (0 def, 2 armour)1.5 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +25% cold Acc +7 (+3 eff.) Melee Ret 4 cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +9% cold +5% arcane Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 acid Dmg.mod +5% acid Acc +12 (+4 eff.) ----- def ----- Armour +2 Resists +7% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shockward (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% acid Res.pen +10% lightning Melee Ret 6 acid ----- def ----- Defense +2 (+1 eff.) Resists +24% acid +18% light +6% lightning A pointy cloth hat, very wizardly... |
Sparkcast (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +7% cold +9% darkness +3% light Disease- +10% ---------- misc Breathe water A cap made of leather. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
iron helm 'Zubidabeth' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +6% fire ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sepsispython (2 def, 6 armour)14.0 T2 heavy armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +9% nature ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +12 (+6 eff.) Max.HP +26.00 ---------- misc Hate/m.crit +3.00 Max.psi +40.00 A suit of armour made of mail. |
dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 T3 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Max.HP +32.00 A suit of armour made of mail. |
impenetrable iron mail armour of lightning resistance (2 def, 9 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
rejuvenating steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +22.00 A suit of armour made of mail. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +16% acid HP.reg +2.00 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
dwarven-steel shield (0 def, 6 armour, 83 block)7.0 T3 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield of lightning resistance (+17%) (0 def, 4 armour, 41 block)7.0 T2 shield armor [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 lightning Melee Ret 5 lightning ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows (17/17, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (20/20, 32.5-45.5 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Normal] Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
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. |
180 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Cloudschism the dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature +12% mind Res.pen +10% mind Melee Ret 6 lightning ----- def ----- Resists +13% nature +15% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
15 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.2 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 103.03 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 103.03 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
pouch of dwarven-steel shots of accuracy (15/15, 33.5-40.2 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Master Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +5.0% Capacity 15 Shots are used with slings to pummel your foes to death. |
Bethina the Sparkimmortal [power 182] (21/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% lightning ----- def ----- Resists +12% acid Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DOOD the Cornac Doombringer level 10
3rd Dusk 122nd year of Ascendancy at 15:47 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By DOOD the Cornac Doombringer level 6
77th Pyre 122nd year of Ascendancy at 21:48 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DOOD the Cornac Doombringer level 10
2nd Flare 122nd year of Ascendancy at 02:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DOOD the Cornac Doombringer level 10
2nd Flare 122nd year of Ascendancy at 02:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DOOD the Cornac Doombringer level 10
15th Dusk 122nd year of Ascendancy at 04:53 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DOOD the Cornac Doombringer level 17
48th Dusk 122nd year of Ascendancy at 13:18 see stats
Log
Bleeding from Belyssra the gigantic sandworm tunneler hits DOOD for 9 physical damage.
Melee retaliation hits Belyssra the gigantic sandworm tunneler for 11 blight, 7 fire (18 total damage).
DOOD uses Bethiyada the pair of hardened leather boots!
DOOD receives 1 healing from Devouring flames from DOOD.
Talent Fiery Aegis is ready to use.
Bleeding from Belyssra the gigantic sandworm tunneler hits DOOD for 9 physical damage.
DOOD receives 1 healing from Devouring flames from DOOD.
DOOD casts Fiery Aegis.
A shield forms around DOOD.
Your shield crumbles under the damage!
The shield around DOOD crumbles.
DOOD's spell attains critical power!
Something hits DOOD for (123 absorbed), 99 physical (99 total damage).
DOOD the level 19 cornac doombringer was smashed to death by Belyssra the gigantic sandworm tunneler on level 1 of Sandworm lair.
You have 2 life(s) left.
DOOD is suffering less.
DOOD deactivates Abyssal Shield.
DOOD stops bleeding.
DOOD speeds up.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed DOOD!
Talent Infusion: Regeneration is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...



















































































































