










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 18 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by slumbering warg at level 10 on the 6th Mirth 122nd year of Ascendancy at 13:51 0 / 6Killed by ritch flamespitter at level 12 on the 3rd Dusk 122nd year of Ascendancy at 03:31 Killed by Adetha the vampire lord at level 17 on the 79th Dusk 122nd year of Ascendancy at 19:21 Killed by Ce'Nymira the orc grand master assassin at level 17 on the 6th Haze 122nd year of Ascendancy at 13:15 Killed by Ce'Nymira the orc grand master assassin at level 18 on the 6th Haze 122nd year of Ascendancy at 18:07 Killed by Vorerin the dread at level 18 on the 7th Haze 122nd year of Ascendancy at 04:55 |
Primary Stats
| Strength | 54 (base 41) |
| Dexterity | 9.4809342444397 (base 17) |
| Constitution | 33.48093424444 (base 28) |
| Magic | 30 (base 15) |
| Willpower | 20 (base 11) |
| Cunning | 20 (base 11) |
Resources
| Life | -6/571 |
| Mana | 252/252 |
| Stamina | 102/146 |
| Vim | 119/158 |
| Healing Factor | 1.3730943564685 |
| Regeneration | 15.304719041888 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 31 |
| Crit Chance | 25% |
| APR | 7 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Blight | +4% |
| Cold | +20% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 71.234150254612 (88.454810495627%) |
| Defense | 25 |
| Ranged Defense | 30 |
| Fatigue | 32 |
| Physical Save | 40 |
| Spell Save | 36 |
| Mental Save | 15 |
Defense: Resistances
| Acid | -15%( 70%) |
| Nature | + 15%( 70%) |
| Mind | + 3%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 48%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 155 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 26 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. |
Class Talents
| Corruption / Torture | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 1/5 |
| 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 |
| 3/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Horrifying Blows |
| talent | Precise Strikes |
| talent | Abyssal Shield |
| detrimental effect | Huge cut that bleeds, doing 39.45 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is hexed, granting it 36% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 40.63 fire damage, and talent cooldowns are increased by 51% plus 1 turn. Burning Hex |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 14 and doing 24.83 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is infected by a disease, reducing its constitution by 14 and doing 24.83 blight damage per turn. Rotting Disease |
Quests
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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You failed to protect the lone alchemist from death by elder vampire. Escort: lone alchemist (level 2 of Dreadfell) | failed |
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 +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Magic 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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. | 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. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Bregyzilakhad (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +2 Wil +8 Lck dps ---------- Spell.crit +5% Crit.mult +25.00% ----- def ----- Armour +3 Fatigue +3% Stealth +8 ---------- misc Mana/turn +0.12 A pair of boots made of leather. |
| Quiver | barbed quiver of elm arrows of wind (11/11, 107% power, 5 apr)3.0 T1 arrow ammo Reqs Dex 11 [Ego] Nature/Master Power 107% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 11 Proj.spd +200% Ranged+ +8 bleed On Hit: * 10% chance to create an air burst On Crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Swampsaw'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +15% mind ----- def ----- Resists +3% mind +9% nature ---------- misc Light +5 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 | hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Mayeramina0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +15% cold Acc +4 (+2 eff.) ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +30% cold Heal.mod +20% Rings can have magical properties. |
| On fingers | steel ring 'Velyta'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Str +7 Mag +4 Wil +8 Cun +3 Con dps ---------- Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+4 eff.) Melee Ret 4 physical ----- def ----- Resists +1% physical Phys.save +6 (+2 eff.) Spell.save +8 (+4 eff.) Rings can have magical properties. |
| Around waist | rough leather belt 'Belynne'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str ----- def ----- Max.HP +32.00 ---------- misc Infravis +3 See.Invis +3 Telepathy Dragon A belt that goes around your waist. |
| In main hand | dwarven-steel greatsword 'Kindlepiety' (147% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 temporal +12 nature On Hit: * 10 arcane resource burn While equipped: dps ---------- Dmg.mod +12% light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +6% nature +12% cold Spell.save +3 (+2 eff.) Massive two-handed swords. |
| On hands | polar dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 7 cold Dmg.mod +5% cold ----- def ----- Armour +2 Resists +6% cold Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | enveloping cashmere cloak of Iron Throne (9 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +9 (+5 eff.) Phys.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
heat beam rune (40 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Duskripper0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% acid Res.pen +15% acid Melee Ret 12 darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% darkness Amulets can have magical properties. |
clarifying steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% mind Confus- +22% Amulets can have magical properties. |
Poloretta (165% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 166% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +9 Cun +3 Wil dps ---------- Mind.crit +5% Mind.pwr +6 (+3 eff.) Massive two-handed mauls. |
steel mace (110% power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
thick linen cloak of Iron Throne (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhodil the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +10% fire Apr +3 ----- def ----- Defense +2 (+1 eff.) Resists +23% fire +10% cold Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor [Normal] While equipped: ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% A suit of armour made of metal plates. |
10 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. |
116 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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 (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dante the Shalore Doombringer level 11
3rd Summertide 122nd year of Ascendancy at 02:46 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Dante the Shalore Doombringer level 17
71st Dusk 122nd year of Ascendancy at 21:12 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Dante the Shalore Doombringer level 5
77th Pyre 122nd year of Ascendancy at 12:08 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Dante the Shalore Doombringer level 10
4th Mirth 122nd year of Ascendancy at 06:45 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Dante the Shalore Doombringer level 14
16th Dusk 122nd year of Ascendancy at 23:17 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Dante the Shalore Doombringer level 16
71st Dusk 122nd year of Ascendancy at 07:26 see stats
Log
Dante's weapon stops glowing.
Dante stops regenerating health quickly.
Bleeding from Vorerin the dread hits Dante for 17 physical damage.
Rotting Disease from Vorerin the dread hits Dante for 12 blight damage.
Weakness Disease from Vorerin the dread hits Dante for 12 blight damage.
Vorerin the dread casts Virulent Disease.
Dante is afflicted by a decrepitude disease!
Dante slows down.
Dante is free from the weakness disease.
Dante returns to normal.
Bleeding from Vorerin the dread hits Dante for 17 physical damage.
Rotting Disease from Vorerin the dread hits Dante for 12 blight damage.
Decrepitude Disease from Vorerin the dread hits Dante for 12 blight damage.
Dante misses Vorerin the dread.
Vorerin the dread casts Soul Rot.
Skeleton mage casts Manathrust.
Skeleton mage hits Vorerin the dread for 83 arcane damage.
Skeleton mage hits Dante for 87 arcane damage.
Vorerin the dread hits Dante for 4 blight, 16 acid, 3 blight, 2 cold (25 total damage).
Dante hits Vorerin the dread for 22 blight, 3 physical, 11 fire, 22 blight, 3 physical, 11 fire (72 total damage).
Vorerin the dread's Soul Rot hits Dante for 86 blight damage.
Talent Incinerating Blows is ready to use.
Bleeding from Vorerin the dread hits Dante for 17 physical damage.
Rotting Disease from Vorerin the dread hits Dante for 12 blight damage.
Decrepitude Disease from Vorerin the dread hits Dante for 12 blight damage.
Dante misses Vorerin the dread.
Saving game...






























































































