
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Inferno Race Pack 1.4.0Adds a collection of my races. 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:
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. Forbidden Cults 1.7.4Official 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 | Hellforged |
Class | Doombringer |
Level / Exp | 18 / 51% |
Size | medium |
Lifes / Deaths | Killed by cold drake at level 16 on the 18th Haze 122nd year of Ascendancy at 12:39 0 / 6Killed by Ce'Nassra the Guardian at level 16 on the 18th Haze 122nd year of Ascendancy at 16:01 Killed by Layata the multi-hued drake hatchling at level 17 on the 19th Regrowth 123rd year of Ascendancy at 09:02 Killed by Layuta the copperhead snake at level 17 on the 20th Regrowth 123rd year of Ascendancy at 21:17 Killed by Layuta the copperhead snake at level 17 on the 20th Regrowth 123rd year of Ascendancy at 22:16 Killed by Aspalasi the halfling at level 18 on the 46th Regrowth 123rd year of Ascendancy at 15:01 |
Primary Stats
Strength | 60 (base 46) |
Dexterity | 22 (base 10) |
Constitution | 21 (base 12) |
Magic | 59 (base 34) |
Willpower | 20 (base 10) |
Cunning | 23 (base 11) |
Resources
Life | -2/521 |
Stamina | 80/176 |
Vim | 0/168 |
Healing Factor | 1.1448044672222 |
Regeneration | 0.28620111680555 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 117 |
Accuracy | 44 |
Crit Chance | 21% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Light | +23% |
Mind | +9% |
Arcane | +15% |
Fire | +18% |
All | +6% |
Offense: Damage Penetration
Cold | +10% |
Darkness | +3% |
Fire | +3% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 34.08934837382 (81.151787968034%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 22 |
Physical Save | 30 |
Spell Save | 26 |
Mental Save | 20 |
Defense: Resistances
Arcane | + 5%( 73%) |
Mind | + 15%( 73%) |
All | 0%( 73%) |
Lightning | + 29%( 73%) |
Light | + 3%( 73%) |
Temporal | + 6%( 73%) |
Darkness | + 18%( 73%) |
Cold | + 24%( 73%) |
Fire | + 34%( 73%) |
Nature | -15%( 73%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 21% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 21% |
Poison Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 263 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 241 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Torture | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Hellforged | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
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 grave | 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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Defenselessness (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 honey tree root. * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within4 lumberjacks have died. | done |
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 |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +5 Fatigue +2% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 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 119.39 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 119.39 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. |
On head | ![]() 3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 11/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +23.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 28 light On-Ranged-Hit 20 light Damage +14% light defense ------ Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Arcane Weapon Damage 44.0 - 57.2 Fire Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +36 flameshock While equipped: Stats +6 Dex +6 Mag +6 Cun offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all +12% fire Garnet: Fire Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 lightning Damage +5% lightning +3% light Ignore resists +10% cold When Hit 2 cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Armor +2 Fatigue +3% Resistance +7% lightning +9% cold +3% mind +3% 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 | ![]() 17.0 Encumbrance T1 massive armor [Rare] Master While equipped: offense ------ Damage +9% arcane +3% mind Ignore resists +5% temporal defense ------ Armor +7 Fatigue +22% Resistance +16% lightning +5% arcane A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil defense ------ Defense +7 (+4 eff.) Physical save +6 (+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 | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +2 Resistance +16% fire +12% mind +15% cold Healmod +5% Teleport Resist +20% other ------- Max hate +8.00 Max psi +10.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 4 light, 4 blight, 4 mind, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +2 Wil offense ------ Critical power +5.00% defense ------ Resistance +2% physical Mind save +6 (+3 eff.) other ------- Max psi +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% acid Accuracy +15 (+5 eff.) When Hit 8 acid 2 physical defense ------ Physical save +12 (+6 eff.) Life +26.00 Disarm Resist +24% Pinning Resist +26% Knockbk Resist +22% Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +10 fire Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +15% fire On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +9% temporal Physical save +6 (+3 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Master/Psionic Weapon Damage 21.5 - 34.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 darkness +10 mind On Hit: * 10% chance to reduce damage dealt by 13% * 17% chance to reduce all saves and defense by 15 While equipped: Stats +3 Cun +2 Wil offense ------ Damage +12% lightning Ignore resists +10% all Accuracy +16 (+5 eff.) Ignore Armor +9 defense ------ Defense +7 (+4 eff.) Disarm Resist +34% Massive two-handed swords. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 lightning Damage +4% lightning defense ------ Armor +1 Resistance +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Str defense ------ Armor +7 Fatigue +4% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% light +11% darkness A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire Ignore resists +5% arcane +5% blight defense ------ Armor +10 Defense +6 (+3 eff.) Fatigue +7% Resistance +17% acid +15% physical +19% cold +13% fire Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor [Rare] Master While equipped: Stats +4 Cun +3 Str offense ------ Critical power +10.00% Mindpower +10 (+5 eff.) defense ------ Armor +11 Fatigue +22% Resistance +20% acid Mind save +9 (+5 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T3 massive armor [Ego] Arcane/Master While equipped: defense ------ Armor +11 Fatigue +22% Resistance +15% acid +12% light +13% darkness A suit of armour made of metal plates. |
![]() 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. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) 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 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 140.97 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 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 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 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 114 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 106 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +5% mind When Hit 2 lightning defense ------ Resistance +3% lightning +12% mind Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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. |
Achievements
By Count Ragnarok the Hellforged Doombringer level 10
3rd Flare 122nd year of Ascendancy at 19:04 see stats
By Count Ragnarok the Hellforged Doombringer level 17
25th Regrowth 123rd year of Ascendancy at 01:17 see stats
By Count Ragnarok the Hellforged Doombringer level 5
76th Pyre 122nd year of Ascendancy at 20:00 see stats
By Count Ragnarok the Hellforged Doombringer level 10
3rd Flare 122nd year of Ascendancy at 19:04 see stats
By Count Ragnarok the Hellforged Doombringer level 18
39th Regrowth 123rd year of Ascendancy at 12:25 see stats
By Count Ragnarok the Hellforged Doombringer level 7
78th Pyre 122nd year of Ascendancy at 08:31 see stats
By Count Ragnarok the Hellforged Doombringer level 16
2nd Allure 123rd year of Ascendancy at 05:43 see stats
By Count Ragnarok the Hellforged Doombringer level 11
35th Dusk 122nd year of Ascendancy at 21:02 see stats
By Count Ragnarok the Hellforged Doombringer level 16
1st Allure 123rd year of Ascendancy at 11:32 see stats
Log
Count Ragnarok receives 1 healing from Devouring flames from Count Ragnarok.
Aspalasi the halfling shoots!
Aspalasi the halfling's manaburn arcane area effect hits Aspalasi the halfling for 0 arcane damage.
Aspalasi the halfling's manaburn arcane area effect hits Count Ragnarok for (1 absorbed), 0 arcane (0 total damage).
Your shield crumbles under the damage!
The shield around Count Ragnarok crumbles.
Aspalasi the halfling's Shoot hits Count Ragnarok for (30 absorbed), 26 physical, 11 fire (36 total damage).
Count Ragnarok is not silenced anymore.
Count Ragnarok casts Draining Assault.
Aspalasi the halfling evades Count Ragnarok.
Aspalasi the halfling evades Count Ragnarok.
Aspalasi the halfling's is no longer blazing.
Aspalasi the halfling is less vulnerable.
Count Ragnarok receives 1 healing from Devouring flames from Count Ragnarok.
Aspalasi the halfling shoots!
Aspalasi the halfling's manaburn arcane area effect hits Aspalasi the halfling for 0 arcane damage.
Aspalasi the halfling's manaburn arcane area effect hits Count Ragnarok for 1 arcane damage.
Aspalasi the halfling's Shoot hits Count Ragnarok for 51 physical, 11 fire (62 total damage).
Count Ragnarok casts Abduction.
Aspalasi the halfling cleverly deflects the attack with his shield!
Aspalasi the halfling repels an attack from Count Ragnarok.
Aspalasi the halfling is no longer attuned.
Aspalasi the halfling uses Noggin Knocker.
Aspalasi the halfling's manaburn arcane area effect hits Aspalasi the halfling for 0 arcane damage.
Aspalasi the halfling's manaburn arcane area effect hits Count Ragnarok for 0 arcane damage.
Count Ragnarok is stunned!
Aspalasi the halfling's Noggin Knocker hits Count Ragnarok for 35 physical, 11 fire (46 total damage).
Count Ragnarok the level 18 hellforged doombringer was blazed to death by Aspalasi the halfling on level 1 of Ambush!.