










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:
Items Vault 1.7.6Donators/Buyers bonus! Show randart egos 1.7.4Adds a toggle to hide all egos except for the randart ones for easier comparison between similar items. 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:
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 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 Roguelike |
Sex | Male |
Race | Cornac |
Class | Doombringer |
Level / Exp | 19 / 67% |
Size | medium |
Lifes / Deaths | Killed by disarming trap at level 19 on the 49th Haze 122nd year of Ascendancy at 22:33 / 1 |
Primary Stats
Strength | 51 (base 46) |
Dexterity | 22 (base 10) |
Constitution | 23 (base 18) |
Magic | 36 (base 28) |
Willpower | 21 (base 10) |
Cunning | 26 (base 11) |
Resources
Life | -189/591 |
Stamina | 163/192 |
Vim | 20/197 |
Healing Factor | 1.1099022211822 |
Regeneration | 11.376497767118 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 11 |
See Stealth | 24 |
See Invisible | 27 |
Offense: Mainhand
Damage | 95 |
Accuracy | 32 |
Crit Chance | 28% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Light | +6% |
Darkness | +13% |
Cold | +8% |
Mind | +5% |
All | +2% |
Offense: Damage Penetration
Lightning | +30% |
Defense: Base
Armour (hardiness) | 47.335093952971 (47.857809501309%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 7 |
Physical Save | 28 |
Spell Save | 23 |
Mental Save | 23 |
Defense: Resistances
Acid | + 13%( 70%) |
Cold | + 14%( 70%) |
All | + 4%( 70%) |
Darkness | + 16%( 70%) |
Light | + 10%( 70%) |
Temporal | + 23%( 70%) |
Mind | + 7%( 70%) |
Lightning | + 42%( 70%) |
Fire | + 7%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Pinning Resistance | 24% |
Knockback Resistance | 35% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 44% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
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 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.40 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 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 lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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 |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) Die.at -80.00 life Max.HP +40.00 Silence- +10% Stun/Frz- +10% ---------- misc Max.enc +21 Stam/turn +1.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +12 Mind.save +6 (+3 eff.) Max.HP +60.00 HP.reg +2.00 Disease- +10% Knockbk- +10% ---------- misc Light +3 See.Stealth +8 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Mag +4 Wil +1 Cun +1 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +5% Crit.chn- 10.00% ---------- misc Stam/ret +0.90 Equi/ret +1.00 Hate/m.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +25 (+9 eff.) Melee Ret 2 lightning ---------- misc Psi/ret +0.08 Hate/m.crit +4.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Resists +3% lightning +3% fire Crit.chn- 15.00% HP.reg +2.00 Blind- +44% ---------- misc Infravis +6 See.Stealth +16 See.Invis +20 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +11% lightning +6% darkness Acc +8 (+4 eff.) ----- def ----- Resists +22% lightning +6% nature +6% acid Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +3 Cun +5 Lck dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Mind.save +3 (+1 eff.) Stealth +6 ---------- misc T.Disarm +7 Equi/ret +0.12 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Light Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +12 blinding light While equipped: Stats +2 Dex +2 Mag +2 Cun dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +4% light +2% all Ametrine: Light 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 | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +3 Mag dps ---------- Melee+ 7 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Resists +6% light +6% temporal +3% nature +12% darkness Spell.save +6 (+3 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Infravis +1 Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +12 light +10 darkness On Hit: 20% Moonlight Ray 3 On Hit: 10% Nightmare 3 On Hit: * 7% chance to reduce damage dealt by 20% Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 56.12 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: dps ---------- Dmg.mod +6% cold On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +19 Defense +2 (+2 eff.) Fatigue +7% Resists +15% lightning +3% acid Phys.save +5 (+3 eff.) A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% lightning ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +3% mind +10% cold HP.reg +4.00 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 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +1 Wil dps ---------- Crit.mult +5.00% Res.pen +5% lightning Melee Ret 6 lightning ----- def ----- Resists +14% temporal Pinning- +24% Knockbk- +25% ---------- misc Masteries +0.10 Corruption/Brutality Amulets make your neck look great! |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 30.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Cun ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +17 light Against +14% Undead While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +12 (+9 eff.) Disarm- +35% Massive two-handed battleaxes. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Cun +3 Wil ----- def ----- Resists +6% fire +5% cold Crit.chn- 5.00% A belt that goes around your waist. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 168.52 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+2 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+11 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 51.54 to 154.61 lightning damage (103.08 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +6% blight Melee Ret 6 light ----- def ----- Armour +9 Fatigue +22% Resists +3% light +6% physical Phys.save +11 (+6 eff.) Spell.save +3 (+1 eff.) Mind.save +12 (+6 eff.) Max.HP +25.00 A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Wil +4 Cun dps ---------- Res.pen +5% acid +5% cold ----- def ----- Max.HP +43.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Str +2 Dex +5 Wil dps ---------- Dmg.mod +6% mind ---------- misc Mana/turn +0.04 Light +3 See.Invis +9 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Rare] Nature Power 123% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 12 Ranged+ +20 temporal +8 nature +20 arcane On Hit.r1 +20 mind +8 temporal Shots are used with slings to pummel your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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 Satan the Cornac Doombringer level 6
78th Pyre 122nd year of Ascendancy at 01:12 see stats
By Satan the Cornac Doombringer level 10
2nd Haze 122nd year of Ascendancy at 04:59 see stats
By Satan the Cornac Doombringer level 7
1st Mirth 122nd year of Ascendancy at 16:26 see stats
By Satan the Cornac Doombringer level 17
44th Haze 122nd year of Ascendancy at 11:06 see stats
By Satan the Cornac Doombringer level 16
37th Haze 122nd year of Ascendancy at 17:48 see stats
Log
Satan is no longer pinned.
Lauthrot the onilug's Soul Rot hits Satan for (3 abyssal shield), 122 blight (122 total damage).
Lauthrot the onilug activates a prepared device.
Satan feels pain again.
Satan triggers a trap (Lauthrot the onilug's nightshade trap)!
Satan is stunned!
Satan is poisoned!
Lauthrot the onilug's nightshade trap hits Satan for (3 abyssal shield), 242 nature (242 total damage).
Satan is afflicted by a rotting disease!
Satan aims less carefully.
Poison from Lauthrot the onilug hits Satan for (3 abyssal shield), 22 nature (22 total damage).
Satan starts to bleed.
Satan's Obliterating Smash is disrupted by his wounds!
Satan is afflicted by a decrepitude disease!
Talent Rush is ready to use.
Talent Detonating Charge is ready to use.
Talent Blazing Rebirth is ready to use.
Lauthrot the onilug's Shoot hits Satan for (3 abyssal shield), 34 physical (34 total damage).
Bleeding from Lauthrot the onilug hits Satan for (3 abyssal shield), 7 physical (7 total damage).
Rotting Disease from Lauthrot the onilug hits Satan for (3 abyssal shield), 17 blight (17 total damage).
Poison from Lauthrot the onilug hits Satan for (3 abyssal shield), 22 nature (22 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Satan uses Infusion: Movement.
Satan is moving at extreme speed!
Satan triggers a trap (Lauthrot the onilug's disarming trap)!
Satan is disarmed!