










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.7Official 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 | Thalore |
| Class | Doombringer |
| Level / Exp | 26 / 47% |
| Size | big |
| Lifes / Deaths | Killed by Aerymitira the dredgling at level 12 on the 1st Summertide 122nd year of Ascendancy at 21:05 0 / 8Killed by Rantha the Worm at level 15 on the 42nd Dusk 122nd year of Ascendancy at 02:02 Killed by bandit at level 16 on the 66th Dusk 122nd year of Ascendancy at 10:36 Killed by Emelymina the Guardian at level 21 on the 2nd Allure 123rd year of Ascendancy at 00:51 Killed by Emelymina the Guardian at level 21 on the 2nd Allure 123rd year of Ascendancy at 01:44 Killed by will o' the wisp at level 26 on the 6th Regrowth 123rd year of Ascendancy at 21:45 Killed by elven cultist at level 26 on the 7th Regrowth 123rd year of Ascendancy at 16:26 Killed by elven cultist at level 26 on the 8th Regrowth 123rd year of Ascendancy at 05:34 |
Primary Stats
| Strength | 99.928952360833 (base 49) |
| Dexterity | 25 (base 10) |
| Constitution | 53 (base 32) |
| Magic | 73 (base 37) |
| Willpower | 34 (base 11) |
| Cunning | 27 (base 11) |
Resources
| Life | -86/820 |
| Stamina | 239/260 |
| Vim | 73/108 |
| Healing Factor | 1.2892376681614 |
| Regeneration | 61.635272679371 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +108.3634581897% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 133 |
| Accuracy | 42 |
| Crit Chance | 36% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Light | +4% |
| Blight | +13% |
| Arcane | +15% |
| Physical | +5% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 63.600425396475 (96.030927835052%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 54 |
| Mental Save | 38 |
Defense: Resistances
| Blight | + 15%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 16%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 48%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 17%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Disarm Resistance | 29% |
| Confusion Resistance | 19% |
| Silence Resistance | 0% |
| Stun Resistance | 61% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Its effects scale with your Strength 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Horrifying Blows |
| talent | Flame of Urh'Rok |
| talent | Chant of Fortress |
| talent | Abyssal Shield |
| detrimental effect | The target is infected by a disease, reducing its strength by 10 and doing 20.32 blight damage per turn. Weakness Disease |
| beneficial effect | The target has 38 increased life regeneration. Recovery |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 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 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed minotaur nose. * You've found the needed vial of greater demon bile. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | Gilazor the Balancedare (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +3 Resists +9% darkness +7% fire +12% nature +5% cold ---------- misc Hate/m.crit +1.00 A pair of boots made of leather. |
| Light source | Chokor the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +5 Dex +7 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +5 (+3 eff.) Resists +6% mind +6% temporal ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glabeth (5 def, 5 armour)3.0 T5 head armor [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Mag +7 Wil +8 Con dps ---------- Spell.crit +5% Dmg.mod +13% blight +15% arcane Res.pen +5% physical Melee Ret 4 arcane ----- def ----- Armour +5 Defense +5 (+3 eff.) Fatigue +5% Resists +3% physical +18% light +14% darkness ---------- misc Stam/turn +1.00 Mana/turn +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | solipsist's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Max.HP +20.00 Disarm- +29% Pinning- +28% Knockbk- +23% Rings can have magical properties. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | Khelyruinik the Cobraonslaught1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +18 (+6 eff.) Res.pen +15% nature ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Equi/ret +0.04 Psi/ret +0.04 A belt that goes around your waist. |
| In main hand | Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
| On hands | radiant dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 light Dmg.mod +4% light ----- def ----- Armour +2 Fatigue +3% Resists +7% light 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 | Revenant (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) Silence- +0% Confus- +19% Pinning- +0% Stun/Frz- +61% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
| Cloak | Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 103.10 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | savior's gold amulet of perfection (0.10 Corruption / Heart of Fire,0.10 Cunning / Survival)0.1 T3 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +14 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.10 Corruption/Heart of Fire +0.10 Cunning/Survival Amulets can have magical properties. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 26; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 26 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
clarifying copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% mind Confus- +21% Amulets can have magical properties. |
insulating gold amulet of constitution (+6)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +6 Con ----- def ----- Resists +13% fire +10% cold Amulets can have magical properties. |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings can have magical properties. |
pixie's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) Rings can have magical properties. |
rogue's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +10 (+4 eff.) ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
balanced stralite greatmaul of erosion (170% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Nature/Master Power 171% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +39% Massive two-handed mauls. |
flaming iron greatsword of phasing (108% power, 8 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 108% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +2.5% Atk.spd 100% Phasing +14% On Hit.r1 +7 fire Massive two-handed swords. |
iron greatsword (114% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 114% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
truestriking dwarven-steel greatsword of projection (143% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master/Psionic Power 144% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +10% physical Acc +14 (+5 eff.) Apr +10 Massive two-handed swords. |
warbringer's stralite greatsword (161% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 162% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +21% Massive two-handed swords. |
Urthyhell the yew magestaff (120% power, 4 apr, arcane element)5.0 T3 staff 1H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Crit.mult +15.00% Phys.pwr +5 (+2 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +20% arcane +9% physical Acc +7 (+3 eff.) ----- def ----- Defense +5 (+3 eff.) Spell.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 Max.stam +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (140% power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
caustic dwarven-steel waraxe of enduring (122% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +13 acid +14 nature While equipped: Stats +7 Con +8 Wil dps ---------- Res.pen +14% acid +10% nature Apr +7 ----- def ----- Max.HP +29.00 One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
resilient linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +15.00 A pair of boots made of leather. |
pair of iron boots 'Dawnbraze' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +3% light ----- def ----- Armour +3 Fatigue +2% Crit.dmg- 15.00% ---------- misc Stam/turn +0.50 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: Stats +8 Lck +5 Dex ----- def ----- Armour +3 Stealth +7 ---------- misc Stam/turn +0.50 Max.stam +18.00 A pair of boots made of leather. |
Ce'Nolewen the Muckwind (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +9% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm of knowledge (0 def, 3 armour)3.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 569.9 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat of the sentry (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) ---------- misc Infravis +4 See.Stealth +13 See.Invis +9 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 47% and attempts to push all creatures other than yourself out of its radius, inflicting 9.75 light damage and 10.31 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +2 Str +4 Wil +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +7 (+3 eff.) A cap made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic iron mail armour of clarity (2 def, 4 armour)14.0 T1 heavy armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +11% light +10% darkness Mind.save +12 (+5 eff.) A suit of armour made of mail. |
prismatic steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical +12% light +10% darkness Phys.save +12 (+4 eff.) A suit of armour made of mail. |
Zubatira (0 def, 13 armour)17.0 T4 massive armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +11 Wil dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +13 Fatigue +22% Resists +16% blight +9% temporal +18% darkness +5% arcane Mind.save +18 (+7 eff.) HP.reg +2.00 ---------- misc Stam/turn +1.10 Light +2 A suit of armour made of metal plates. |
impenetrable steel plate armour (0 def, 16 armour)17.0 T2 massive armor [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. |
5 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. |
3 onyx0.0 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. |
4 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.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. |
5 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 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 +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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. |
5 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. |
4 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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
Bringer of Doom
Killed a Bringer of Doom.By Sam the Thalore Doombringer level 15
41st Dusk 122nd year of Ascendancy at 12:58 see stats
Exterminator
Killed 1000 creatures.By Sam the Thalore Doombringer level 20
27th Haze 122nd year of Ascendancy at 04:06 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Sam the Thalore Doombringer level 5
76th Pyre 122nd year of Ascendancy at 16:16 see stats
Level 10
Got a character to level 10.By Sam the Thalore Doombringer level 10
5th Mirth 122nd year of Ascendancy at 06:27 see stats
Level 20
Got a character to level 20.By Sam the Thalore Doombringer level 20
27th Haze 122nd year of Ascendancy at 04:06 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Sam the Thalore Doombringer level 20
27th Haze 122nd year of Ascendancy at 14:28 see stats
Size matters
Did over 600 damage in one attack.By Sam the Thalore Doombringer level 19
26th Haze 122nd year of Ascendancy at 17:44 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sam the Thalore Doombringer level 20
61st Haze 122nd year of Ascendancy at 11:00 see stats
The secret city
Discovered the truth about mages.By Sam the Thalore Doombringer level 14
21st Dusk 122nd year of Ascendancy at 05:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sam the Thalore Doombringer level 16
19th Haze 122nd year of Ascendancy at 11:22 see stats
Unstoppable
Returned from the dead.By Sam the Thalore Doombringer level 26
7th Regrowth 123rd year of Ascendancy at 16:26 see stats
Log
Elven corruptor casts Rune: Reflection Shield.
A shield forms around elven corruptor.
Burning from Sam hits Elven guard for (6 blocked), 0 fire (0 total damage).
Burning from Sam hits Fire imp for 5 fire damage.
Burning Shock from Sam hits Elven elite warrior for 72 fire damage.
Burning Shock from Sam hits Fire imp for 64 fire damage.
Burning from Sam hits Elven elite warrior for 6 fire damage.
Burning Shock from Sam hits Elven guard for (72 blocked), 0 fire (0 total damage).
Sam hits Elven elite warrior for 510 physical, 6 light, 17 fire (532 total damage).
Sam hits Elven guard for (76 blocked), 248 physical, (6 blocked), 0 light, (17 blocked), 0 fire (248 total damage).
Sam hits Fire imp for 203 physical, 6 light, 15 fire (224 total damage).
Elven corruptor casts Timeless.
Elven blood mage casts Blood Grasp.
Elven blood mage's spell attains critical power!
Weakness Disease from Elven blood mage hits Sam for 12 blight damage.
Elven guard hits Sam for 16 physical damage.
Melee retaliation hits Elven guard for 23 blight, 20 fire, 5 arcane (48 total damage).
Elven blood mage receives 44 healing from Elven blood mage's Blood Grasp.
Elven blood mage's Blood Grasp hits Sam for 183 blight damage.
Sam shrugs off Elven cultist's 'Rotting Disease'!
Elven cultist's Soul Rot hits Sam for 283 blight damage.
Elven cultist casts Drain.
Elven cultist hits Sam for 100 blight damage.
Sam the level 26 thalore doombringer was poxed to death by an elven cultist on level 3 of Dark crypt.
Sam deactivates Flame of Urh'Rok.
Sam has finished recovering.
Sam deactivates Horrifying Blows.
Sam deactivates Chant of Fortress.
Sam deactivates Abyssal Shield.
Sam is free from the weakness disease.





















































































































