Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 19 / 83% |
Size | huge |
Lifes / Deaths | Killed by Rgoas the wretchling at level 19 on the 60th Dusk 122nd year of Ascendancy at 13:05 3 / 3Killed by Rgoas the wretchling at level 19 on the 60th Dusk 122nd year of Ascendancy at 14:15 Killed by Karsa Orlong at level 19 on the 60th Dusk 122nd year of Ascendancy at 15:24 |
Primary Stats
Strength | 48 (base 42) |
Dexterity | 24 (base 16) |
Constitution | 21 (base 12) |
Magic | 38 (base 35) |
Willpower | 27 (base 10) |
Cunning | 28 (base 11) |
Resources
Life | 709/709 |
Stamina | 196/196 |
Vim | 142/212 |
Healing Factor | 1.1948044672221 |
Regeneration | 9.8571368545821 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 9 |
Offense: Mainhand
Damage | 62 |
Accuracy | 38 |
Crit Chance | 12% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 8 |
Accuracy | 38 |
Crit Chance | 12% |
APR | 2 |
Speed | 0.80 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | +6% |
Temporal | +3% |
Nature | +12% |
Darkness | +6% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Arcane | +10% |
Temporal | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 26.335093952971 (47.857809501309%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 19 |
Physical Save | 34 |
Spell Save | 33 |
Mental Save | 36 |
Defense: Resistances
Darkness | + 15%( 70%) |
Temporal | + 24%( 70%) |
Blight | + 6%( 70%) |
Physical | + 8%( 70%) |
All | 0%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Poison Resistance | 11% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -422 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 422 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 429 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 505% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 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. * Find a way back to Eyal. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 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 within2 lumberjacks have died. | done |
Equipment
On feet | Thundersting (0 def, 9 armour) Thundersting (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag +5 Cun +2 Con dps ---------- Crit.mult +5.00% Dmg.mod +9% lightning ----- def ----- Armour +9 Fatigue +2% Resists +2% physical Phys.save +11 (+6 eff.) Mind.save +12 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Adeda' brass lantern 'Adeda'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +20 (+8 eff.) Dmg.mod +6% mind Res.pen +5% temporal Melee Ret 2 arcane ----- def ----- Max.HP +43.00 ---------- 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. |
On head | Brightquick (0 def, 3 armour) Brightquick (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +3 Wil +4 Cun dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +6% light Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | temporal hardened leather gloves of dexterity (+2) (0 def, 2 armour) temporal hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% temporal Acc +12 (+4 eff.) ----- def ----- Armour +2 Resists +7% temporal 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. |
Tool | elm totem of stinging 'Salibrevena' [power 116] (15 cooldown) elm totem of stinging 'Salibrevena' [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +12% mind Apr +2 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +2 Defense +15 (+8 eff.) Sting an enemy dealing 130 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% nature Res.pen +10% arcane +15% nature Melee Ret 2 nature ----- def ----- Resists +31% nature +6% blight Max.HP +51.00 HP.reg +8.00 Heal.mod +10% Poison- +11% Disease- +15% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | marksman's steel ring of clarity marksman's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! |
Around neck | The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Pitchrace the steel greatmaul (131% power, 2 apr) Pitchrace the steel greatmaul (131% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Nature/Psionic Power 131% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 darkness On Crit.r2 +8 darkness On Hit: 20% Curse of Death 2 On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Con +10 Wil dps ---------- Dmg.mod +6% darkness ----- def ----- Max.HP +27.00 Massive two-handed mauls. |
Around waist | Bregekalthodir Bregekalthodir1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Mind.crit +5% Phys.pwr +2 (+1 eff.) Res.pen +5% physical ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Max.hate +2.00 Size +1 A belt that goes around your waist. |
In off hand | Star (100% power, 0 apr) Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Cloak | Korularan the Growrock (1 def, 0 armour) Korularan the Growrock (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 lightning 4 fire On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Defense +1 (+1 eff.) Resists +3% nature Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | stralite mail armour 'Fulekalthothad' (4 def, 8 armour) stralite mail armour 'Fulekalthothad' (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +6% physical +17% temporal Crit.chn- 10.00% Phys.save +14 (+7 eff.) Mind.save +17 (+7 eff.) ---------- misc Light +3 Infravis +3 A suit of armour made of mail. |
Inventory
regeneration infusion of the warrior (heal 282; 12 cd) regeneration infusion of the warrior (heal 282; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 282 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Lelyneg Lelyneg0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Dmg.mod +11% physical ----- def ----- Armour +6 Defense +5 (+3 eff.) Resists +5% arcane +11% physical Rings make your fingers look great! |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gold ring 'Yvatira' gold ring 'Yvatira'0.1 T3 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +8 Defense +15 (+8 eff.) Resists +15% fire Die.at -40.00 life Blind- +33% Stun/Frz- +20% ---------- misc Infravis +4 See.Stealth +13 See.Invis +10 Rings make your fingers look great! |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
elemental iron greatmaul of massacre (132% power, 1 apr) elemental iron greatmaul of massacre (132% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Arcane/Master Power 133% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * Create an explosion dealing 73 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +9% lightning Massive two-handed mauls. |
iron greatsword (113% power, 1 apr) iron greatsword (113% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 113% 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. |
rough leather belt 'Brandblur' rough leather belt 'Brandblur'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +10% light Melee Ret 2 darkness ----- def ----- Resists +9% light +9% fire Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
shimmering linen robe of alchemy (0 def, 0 armour) shimmering linen robe of alchemy (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +7% physical +5% fire +11% arcane +5% cold ----- def ----- Resists +11% acid +11% physical +10% fire +10% cold +7% all ---------- misc Max.mana +10.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Floeraider' (5 def, 5 armour) pair of iron boots 'Floeraider' (5 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% cold ----- def ----- Armour +5 Defense +5 (+3 eff.) Fatigue +2% Resists +1% physical Phys.save +9 (+5 eff.) Pinning- +20% Teleport- +20% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather cap 'Silata' (0 def, 1 armour) rough leather cap 'Silata' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A cap made of leather. |
stabilizing iron helm (0 def, 3 armour) stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Festerslice (3 def, 2 armour) Festerslice (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +12% lightning +16% fire +3% nature +6% mind A suit of armour made of leather. |
8 agate 8 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. |
192 alchemist agate 192 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. |
topaz 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel 8 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
brass lantern 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. |
brass lantern 'Loribers' brass lantern 'Loribers'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Mag dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 Defense +15 (+8 eff.) Phys.save +6 (+3 eff.) Heal.mod +10% ---------- 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
amethyst 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. |
7 ametrine 7 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. |
5 citrine 5 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. |
5 zircon 5 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
By Karsa Orlong the Ogre Doombringer level 8
9th Dusk 122nd year of Ascendancy at 11:48 see stats
By Karsa Orlong the Ogre Doombringer level 6
77th Pyre 122nd year of Ascendancy at 15:53 see stats
By Karsa Orlong the Ogre Doombringer level 10
20th Dusk 122nd year of Ascendancy at 15:15 see stats
By Karsa Orlong the Ogre Doombringer level 7
6th Mirth 122nd year of Ascendancy at 11:05 see stats
By Karsa Orlong the Ogre Doombringer level 15
47th Dusk 122nd year of Ascendancy at 21:16 see stats
By Karsa Orlong the Ogre Doombringer level 19
60th Dusk 122nd year of Ascendancy at 15:24 see stats
Log
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Rgoas the wretchling's Netherblast killed Karsa Orlong!
Saving game...
Resting starts...
Talent Reckless Strike is ready to use.
Talent Ogric Wrath is ready to use.
Talent Draining Assault is ready to use.
Talent Fiery Aegis is ready to use.
Talent Burning Sacrifice is ready to use.
Talent Rush is ready to use.
Karsa Orlong activates Horrifying Blows.
Talent Abduction is ready to use.
Talent Fiery Grasp is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Share the Pain is ready to use.
Talent Abyssal Shield is ready to use.
Karsa Orlong activates Abyssal Shield.
Karsa Orlong activates Share the Pain.
Talent Surge of Power is ready to use.
Talent Blazing Rebirth is ready to use.
Rested for 37 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!