









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.5This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Doombringer |
Level / Exp | 18 / 57% |
Size | medium |
Lifes / Deaths | Killed by quasit at level 2 on the 77th Pyre 122nd year of Ascendancy at 01:02 0 / 6Killed by quasit at level 2 on the 77th Pyre 122nd year of Ascendancy at 02:34 Killed by Forest Troll Hedge-Wizard at level 5 on the 2nd Mirth 122nd year of Ascendancy at 16:13 Killed by Glotha the bloated horror at level 15 on the 57th Haze 122nd year of Ascendancy at 21:32 Killed by Kaan at level 16 on the 76th Haze 122nd year of Ascendancy at 02:41 Killed by Emina the cave bear at level 18 on the 6th Allure 123rd year of Ascendancy at 05:40 |
Primary Stats
Strength | 47 (base 44) |
Dexterity | 16 (base 10) |
Constitution | 23 (base 20) |
Magic | 30 (base 25) |
Willpower | 17 (base 10) |
Cunning | 17 (base 11) |
Resources
Life | -40/500 |
Paradox | 300 |
Stamina | 42/138 |
Vim | 188/190 |
Healing Factor | 1.32103626943 |
Regeneration | 4.0291606217616 |
Speed
Mental | -10% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 1 |
Offense: Mainhand
Damage | 81 |
Accuracy | 54 |
Crit Chance | 23% |
APR | 9 |
Speed | 1.11 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Fire | +10% |
Light | +10% |
Offense: Damage Penetration
Arcane | +15% |
Light | +10% |
Mind | +20% |
Defense: Base
Armour (hardiness) | 41.202806977781 (81.030927835052%) |
Defense | 21 |
Ranged Defense | 22 |
Fatigue | 24 |
Physical Save | 24 |
Spell Save | 16 |
Mental Save | 21 |
Defense: Resistances
Darkness | + 14%( 70%) |
Light | + 42%( 70%) |
Temporal | + 16%( 70%) |
Blight | + 18%( 70%) |
Cold | + 14%( 70%) |
Fire | + 33%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
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 114 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 250 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 44.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
Corruption / Torture | 1.44 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 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 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
talent | Precise Strikes |
talent | Abyssal Shield |
detrimental effect | The target is poisoned, taking 80.10 nature damage per turn. Poison |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
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. | 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength 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 |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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: 44. | 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Res.pen +5% light +20% mind ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +6 (+3 eff.) Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Rare] Psionic Power 39.5 - 63.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 nature On Hit.r1 +8 nature On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- Res.pen +5% light On Hit (Melee): * Slows global speed by 30% ---------- misc Light +3 Massive two-handed swords. |
On hands | ![]() 1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T2 massive armor [Ego++] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +15% blight +10% darkness Max.HP +53.00 HP.reg +1.90 Heal.mod +12% ---------- misc Light +1 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Defense +6 (+3 eff.) Resists +10% fire +10% light +10% cold Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- S.pwr/crit +4 Res.pen +15% arcane Melee Ret 8 lightning ----- def ----- Fatigue -5% Resists +13% temporal HP.reg +0.90 Pinning- +30% Knockbk- +22% ---------- misc Vim/s.crit +1.00 Max.vim +20.00 Masteries +0.14 Corruption/Torture Amulets can have magical properties. |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +10 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% mind ----- def ----- Phys.save +7 (+4 eff.) Mind.save +12 (+6 eff.) Max.HP +31.00 HP.reg +0.90 Amulets can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon [Ego++] Arcane/Psionic Power 19.5 - 29.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Random elemental explosion * 25% chance to put talents on cooldown While equipped: dps ---------- Res.pen +12% acid +13% fire +13% cold +13% lightning Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Nature/Disrupt Power 13.5 - 17.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 6% chance to corrode armour by 30% * Slows global speed by 6% * leeches stamina from the target While equipped: dps ---------- Res.pen +4% acid Melee Ret 4 nature slow ----- def ----- HP.reg +0.56 Disease- +15% Sharp, short and deadly. It was changed by the digestive sack. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+9 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Psionic Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 darkness Against +10% Living While equipped: dps ---------- Acc +4 (+1 eff.) Apr +7 ---------- misc Stam/turn +0.80 Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 light +9 darkness Against +10% Undead +13% Living While equipped: Stats +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) ---------- misc Vim/s.crit +1.00 Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego] Nature Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 nature +7 temporal Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Normal] Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+4 eff.) Dmg.mod +15% darkness On Hit (Melee): * 8% chance to disease ---------- misc Vim/s.crit +2.00 Max.vim +16.00 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 22.18 to 26.62 darkness damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +4% Crit.mult +12.00% Spell.pwr +9 (+4 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 22.18 to 26.62 cold damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Disrupt/Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 20% Mana Clash 1 Uses 2.0 Steam While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) Ranged+ 9 manaburn arcane Dmg.mod +10% physical Res.pen +11% physical ---------- misc Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Resists +6% cold +6% fire Create a temporary shield that absorbs 200 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +2 ----- def ----- Resists +6% blight +9% fire ---------- misc Max.mana +40.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Wil +5 Mag dps ---------- Dmg.mod +10% cold ----- def ----- Resists +15% cold ---------- misc Mana/turn +0.10 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +12% temporal ----- def ----- Resists +12% temporal ---------- misc Mana/turn +0.14 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% nature ----- def ----- Resists +16% nature Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% temporal ----- def ----- Resists +12% temporal Spell.save +20 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego+] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% 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] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 Defense +4 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
![]() 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +5 (+2 eff.) Apr +6 On Melee Ret: * 16% chance to reduce effective powers by 20% * 16 arcane resource burn ----- def ----- Armour +1 Resists +6% blight Spell.save +18 (+11 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% nature Res.pen +10% light On Hit (Melee): * Slows global speed by 15% * 30% chance to blind ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +6% nature A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +17% lightning A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +11% blight +17% cold +11% nature A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +6% physical +13% light +12% darkness Phys.save +11 (+6 eff.) A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 fire Melee Ret 11 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +15% fire ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Random Unique] Arcane Power 18.5 - 25.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 21 Ranged+ +16 nature +31 cold On Hit.r1 +12 nature Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego] Arcane/Master Power 31.0 - 43.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 12 Ranged+ +12 temporal On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 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. |
![]() 2.0 T1 lite [Ego+] Nature/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) Dmg.mod +6% mind ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 3.0 T2 shot ammo [Ego] Master Power 25.0 - 30.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +7 Apr +2 Crit +4.5% Capacity 22 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Rare] Arcane Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 19 Ranged+ +16 lightning +9 temporal +16 blight On Hit: * 7% chance to gain 10% of a turn (3/turn limit) * 40% chance to daze at end of turn Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +7 Str ---------- misc See.Invis +6 Wards +3 acid +3 nature +4 light Talents +1 Ward Heal a target within range 6 (based on Willpower) for 222 Puts all charms on 20 cooldown 100% to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 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 Kaan the Shalore Doombringer level 13
26th Haze 122nd year of Ascendancy at 06:02 see stats
By Kaan the Shalore Doombringer level 16
76th Haze 122nd year of Ascendancy at 02:11 see stats
By Kaan the Shalore Doombringer level 5
78th Pyre 122nd year of Ascendancy at 15:31 see stats
By Kaan the Shalore Doombringer level 15
58th Haze 122nd year of Ascendancy at 18:56 see stats
By Kaan the Shalore Doombringer level 10
5th Dusk 122nd year of Ascendancy at 11:08 see stats
By Kaan the Shalore Doombringer level 11
32nd Dusk 122nd year of Ascendancy at 05:46 see stats
By Kaan the Shalore Doombringer level 11
26th Dusk 122nd year of Ascendancy at 18:54 see stats
Log
Kaan casts Draining Assault.
Bloated ooze slows down.
Bloated ooze is on fire!
Bloated ooze is stunned by the burning flame!
Bloated ooze is stunned by the burning flame!
Kaan steals life from Bloated ooze!
Kaan hits Bloated ooze for 109 physical, 3 nature, 6 nature, 10 fire, 103 physical, 3 nature, 6 nature, 10 fire (250 total damage).
Bloated ooze hits Kaan for 35 healing, 2 healing, 3 healing, 33 healing, 2 healing, 3 healing (0 total damage) [77 healing].
Burning from Kaan hits Bloated ooze for 12 fire damage.
Burning Shock from Kaan hits Bloated ooze for 26 fire damage.
Poison from Emina the cave bear hits Kaan for 87 nature damage.
Kaan hits Bloated ooze for 6 lightning, 4 light, 5 blight, 5 fire (21 total damage).
Bloated ooze hits Kaan for 0 nature damage.
Burning Shock from Kaan hits Bloated ooze for 26 fire damage.
Burning from Kaan hits Bloated ooze for 7 fire damage.
Burning from Kaan killed Bloated ooze!
Kaan hits Bloated ooze for 54 physical damage.
Kaan killed Bloated ooze!
Poison from Emina the cave bear hits Kaan for 63 nature damage.
Kaan picks up (e.): Duvarach the steel greatsword (24-38.4 power, 2 apr).
Kaan is no longer surging arcane power.
Talent Abduction is ready to use.
Poison from Emina the cave bear hits Kaan for 63 nature damage.
Poison from Emina the cave bear hits Kaan for 63 nature damage.
Saving game...