









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Doombringer |
Level / Exp | 25 / 67% |
Size | big |
Lifes / Deaths | Killed by Eilinuyaba the elven mage at level 25 on the 14th Pyre 123rd year of Ascendancy at 17:07 / 1 |
Primary Stats
Strength | 81 (base 55) |
Dexterity | 14 (base 10) |
Constitution | 45 (base 27) |
Magic | 48 (base 31) |
Willpower | 27 (base 10) |
Cunning | 33 (base 11) |
Resources
Life | -14/768 |
Stamina | 185/214 |
Vim | 83/236 |
Healing Factor | 1.4511689881048 |
Regeneration | 14.029244363321 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +102.8% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 109 |
Accuracy | 46 |
Crit Chance | 14% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +40% |
Nature | +8% |
Temporal | +4% |
Mind | +5% |
Arcane | +4% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Physical | +22% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 35 (30%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 9 |
Physical Save | 46 |
Spell Save | 40 |
Mental Save | 26 |
Defense: Resistances
Acid | + 31%( 70%) |
Physical | + 33%( 70%) |
Cold | + 38%( 70%) |
All | + 19%( 70%) |
Darkness | + 19%( 70%) |
Temporal | + 24%( 70%) |
Lightning | + 21%( 70%) |
Fire | + 24%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning 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 |
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. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 138. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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 vial of squid ink. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed pouch of bone giant dust. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 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 within8 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 | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +4 Mag offense ------ Critical power +10.00% When Hit 11 fire defense ------ Resistance +6% fire Spell save +6 (+2 eff.) other ------- 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 | ![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Spell Crit +3% Critical power +15.00% Mindpower +5 (+3 eff.) Spellpower/crit +2 other ------- EQ when Hit +0.12 Create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Life +25.00 Disarm Resist +28% Pinning Resist +26% Knockbk Resist +25% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Nature While equipped: Stats +3 Str +3 Con offense ------ Physical Power +6 (+1 eff.) defense ------ Physical save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 47.0 - 75.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +27 fire While equipped: offense ------ Global Speed +3% Ignore resists +12% physical +20% fire Accuracy +14 (+5 eff.) Ignore Armor +12 On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +3% lightning +3% cold +6% nature Massive two-handed swords. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 6 temporal On-Ranged-Hit 6 temporal Damage +4% arcane +4% temporal defense ------ Armor +1 Fatigue +1% Resistance +6% temporal 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 | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 39.20 to 49.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | ![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.2 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 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 123.78 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 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +3 Dex +5 Cun +10 Con offense ------ Move Speed +10% Damage +12% physical When Hit 8 physical defense ------ Armor +8 Defense +20 (+10 eff.) Fatigue -7% Life Regen +3.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +12% lightning Stun Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +8 (+2 eff.) Damage +17% blight defense ------ Resistance +17% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +9 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Master Weapon Damage 53.5 - 80.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +12 (+3 eff.) Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Nature Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +9 nature On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: Stats +1 Wil offense ------ Ignore resists +20% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 other ------- Hate-on-crit +5.00 Max psi +20.00 One-handed war axes. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Disrupt Weapon Damage 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +9 nature On Crit: * Deals 55 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Rare] Nature Weapon Damage 43.5 - 60.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 18 On-ranged-hit +12 fire +51 cold On-Hit, radius 1 +12 cold +20 fire On-crit, radius 2 +12 fire +29 cold Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego+] Nature/Disrupt Weapon Damage 44.5 - 62.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 22 On Hit: * 20% chance to slow global speed by 48% * 20% chance to create vines that bind the target to the ground dealing 128 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: Stats +9 Str +11 Con offense ------ Critical power +10.00% defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Life +59.00 other ------- EQ when Hit +0.12 Max hate +4.00 Infravision +3 A suit of armour made of mail. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Damage +5% arcane defense ------ Armor +7 Fatigue +5% Mind save +9 (+5 eff.) Life +49.00 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. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +3 Dex offense ------ Ignore Armor +6 defense ------ Armor +6 Resistance +12% light +9% blight other ------- Max stamina +30.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane/Master While equipped: offense ------ Damage +6% light defense ------ Resistance +5% darkness Affinity +5% light other ------- Light +9 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 122.06 light damage. At talent level 3 you gain 24% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.6 Power cost 25 out of 25/25. Range 6 Cooldown: 12 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 113.69 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 113.69 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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 Encumbrance T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Mortress the Higher Doombringer level 19
31st Haze 122nd year of Ascendancy at 08:11 see stats
By Mortress the Higher Doombringer level 13
46th Dusk 122nd year of Ascendancy at 05:45 see stats
By Mortress the Higher Doombringer level 23
79th Regrowth 123rd year of Ascendancy at 17:19 see stats
By Mortress the Higher Doombringer level 21
35th Regrowth 123rd year of Ascendancy at 10:36 see stats
By Mortress the Higher Doombringer level 25
4th Pyre 123rd year of Ascendancy at 23:17 see stats
By Mortress the Higher Doombringer level 6
77th Pyre 122nd year of Ascendancy at 23:49 see stats
By Mortress the Higher Doombringer level 19
31st Haze 122nd year of Ascendancy at 08:41 see stats
By Mortress the Higher Doombringer level 10
4th Mirth 122nd year of Ascendancy at 12:25 see stats
By Mortress the Higher Doombringer level 20
20th Regrowth 123rd year of Ascendancy at 15:31 see stats
By Mortress the Higher Doombringer level 25
2nd Pyre 123rd year of Ascendancy at 09:02 see stats
By Mortress the Higher Doombringer level 19
42nd Haze 122nd year of Ascendancy at 15:13 see stats
By Mortress the Higher Doombringer level 18
31st Haze 122nd year of Ascendancy at 03:51 see stats
By Mortress the Higher Doombringer level 12
7th Mirth 122nd year of Ascendancy at 15:32 see stats
By Mortress the Higher Doombringer level 19
31st Haze 122nd year of Ascendancy at 08:11 see stats
By Mortress the Higher Doombringer level 19
10th Decay 122nd year of Ascendancy at 07:55 see stats
By Mortress the Higher Doombringer level 16
23rd Haze 122nd year of Ascendancy at 17:09 see stats
Log
Mortress's will is shattered.
Mortress is confused and fails to use Draining Assault.
Mortress hits Eilinuyaba the elven mage for 19 fire, 11 light, 19 physical (49 total damage).
Eilinuyaba the elven mage casts Earthen Missiles.
Eilinuyaba the elven mage's spell attains critical power!
Mortress is not dazed anymore.
Mortress starts to bleed.
Eilinuyaba the elven mage's Earthen Missiles hits Mortress for (19 abyssal shield), 34 physical, (4 abyssal shield), 4 physical (39 total damage).
Eilinuyaba the elven mage's Earthen Missiles hits Mortress for (19 abyssal shield), 19 physical, (3 abyssal shield), 3 physical (22 total damage).
Eilinuyaba the elven mage's Earthen Missiles hits Mortress for (18 abyssal shield), 73 physical, (8 abyssal shield), 8 physical (81 total damage).
Mortress casts Draining Assault.
Mortress performs a melee critical strike against Eilinuyaba the elven mage!
Eilinuyaba the elven mage is disabled.
Eilinuyaba the elven mage is on fire!
Eilinuyaba the elven mage's is surrounded with an all-consuming flame!
Mortress's weapon stops glowing.
Mortress steals life from Eilinuyaba the elven mage!
Mortress hits Eilinuyaba the elven mage for 165 physical, 3 temporal, 14 fire, 4 fire, 77 physical, 3 temporal, 4 fire, 14 fire (284 total damage).
Eilinuyaba the elven mage hits Mortress for 41 healing, 4 healing, 19 healing, 4 healing (0 total damage) [67 healing].
Talent Detonating Charge is ready to use.
Talent Infernal Breath is ready to use.
Mortress receives 2 healing from Devouring flames from Mortress.
Burning from Mortress hits Eilinuyaba the elven mage for 7 fire damage.
Mortress hits Eilinuyaba the elven mage for 38 fire, 23 light, 40 physical (101 total damage).
Bleeding from Eilinuyaba the elven mage hits Mortress for (16 abyssal shield), 16 physical (16 total damage).
Eilinuyaba the elven mage uses Shattering Shout.
Eilinuyaba the elven mage hits Mortress for (27 abyssal shield), 234 physical (234 total damage).
Mortress the level 25 higher doombringer was hacked apart to death by Eilinuyaba the elven mage on level 1 of Dark crypt.