Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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.
Boring Steamsaw Sound 1.6.0Replaces steamsaw sound with default melee attack sound. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. 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! Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Doombringer |
Level / Exp | 26 / 26% |
Size | medium |
Lifes / Deaths | Killed by large brown snake at level 6 on the 77th Pyre 122nd year of Ascendancy at 19:59 0 / 8Killed by shivgoroth at level 10 on the 24th Dusk 122nd year of Ascendancy at 03:13 Killed by Ustimin the halfling at level 18 on the 69th Haze 122nd year of Ascendancy at 08:28 Killed by Polykira the red ooze at level 18 on the 72nd Haze 122nd year of Ascendancy at 16:29 Killed by elven cultist at level 26 on the 6th Regrowth 123rd year of Ascendancy at 09:16 Killed by elven blood mage at level 26 on the 6th Regrowth 123rd year of Ascendancy at 10:19 Killed by Gunsnake at level 26 on the 17th Regrowth 123rd year of Ascendancy at 09:53 Killed by Gunsnake at level 26 on the 17th Regrowth 123rd year of Ascendancy at 10:04 |
Primary Stats
Strength | 63 (base 57) |
Dexterity | 30 (base 10) |
Constitution | 20 (base 12) |
Magic | 80 (base 50) |
Willpower | 31 (base 10) |
Cunning | 41 (base 11) |
Resources
Life | -161/673 |
Steam | 100/100 |
Stamina | 161/238 |
Vim | 209/240 |
Healing Factor | 1.1970588855781 |
Regeneration | 10.495270012925 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Offense: Mainhand
Damage | 119 |
Accuracy | 49 |
Crit Chance | 38% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Lightning | +25% |
Light | +22% |
Mind | +9% |
Cold | +25% |
Arcane | +25% |
Fire | +54% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Nature | +25% |
Fire | +46% |
Arcane | +25% |
Cold | +40% |
All | 0% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 10 |
Physical Save | 30 |
Spell Save | 49 |
Mental Save | 34 |
Defense: Resistances
Lightning | + 10%( 70%) |
Acid | + 7%( 70%) |
Light | + 15%( 70%) |
Temporal | + 3%( 70%) |
Cold | + 7%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 14%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 61%. Its effects scale with your Willpower 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 710% 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 Strength stat. |
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 506 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 106 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 Strength stat. |
Class Talents
Corruption / Torture | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 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 injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)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 tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)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. * 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 fire dragon that dwelled there. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 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 | pair of iron boots 'Cyrossra' (5 def, 3 armour) pair of iron boots 'Cyrossra' (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +1 Mag dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +9% mind Apr +4 ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Max.HP +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | barbed pouch of dwarven-steel shots of corruption (22/22, 40-49 power, 3 apr) barbed pouch of dwarven-steel shots of corruption (22/22, 40-49 power, 3 apr)3.0 T3 shot ammo [Ego++] Arcane/Master Power 40.5 - 48.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 22 On Hit: 20% Curse of Defenselessness 3 On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | Stormwing Stormwing2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.crit +2% Dmg.mod +12% light ----- def ----- Resists +3% lightning Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Equi/ret +0.04 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 | Silulratira the cashmere wizard hat (2 def, 0 armour) Silulratira the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +8 Wil dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +10% light ----- def ----- Defense +2 (+1 eff.) Resists +15% light ---------- misc Equi/ret +1.00 Psi/ret +0.90 Hate/ret +1.20 Light +3 A pointy cloth hat, very wizardly... |
Tool | Cleansehacker [power 240] (8/25 cooldown) Cleansehacker [power 240] (8/25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Dmg.mod +6% nature Res.pen +25% nature Melee Ret 4 physical ----- def ----- Armour +10 Defense +20 (+6 eff.) Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 515 Base Damage: 260 Armor: 12 All Resist: 17 Puts all charms on 25 cooldown Cleanse 2 disease/wound/poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | rogue's gold ring of misery rogue's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 8 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 20 On Hit (Ranged): * 12% chance to reduce all saves and defense by 20 ----- def ----- Defense +8 (+3 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around waist | Floehash the hardened leather belt Floehash the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Mag +3 Cun +5 Con dps ---------- Res.pen +15% cold ----- def ----- Resists +7% acid +8% fire +7% lightning +7% cold ---------- misc Light +3 A belt that goes around your waist. |
In main hand | elemental dwarven-steel greatsword of massacre (46-74 power, 2 apr) elemental dwarven-steel greatsword of massacre (46-74 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 46.5 - 74.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 95 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +19% fire Res.pen +21% fire Massive two-handed swords. |
On hands | Maletostir the rough leather gloves (0 def, 1 armour) Maletostir the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +7.0% Melee+ 6 fire Dmg.mod +4% fire Apr +4 ----- def ----- Armour +1 Resists +6% fire Die.at -40.00 life ---------- misc Stam/turn +1.00 Max.stam +10.00 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. |
Main armor | Anasakath the drakeskin leather armour (30 def, 8 armour) Anasakath the drakeskin leather armour (30 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Dex +4 Wil +6 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +30 (+9 eff.) Fatigue +8% Resists +5% arcane +3% temporal Spell.save +3 (+1 eff.) Mind.save +24 (+10 eff.) Max.HP +20.00 HP.reg +5.10 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
Cloak | Flashripper the linen cloak (1 def, 0 armour) Flashripper the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% fire ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 ---------- misc Hate/m.crit +1.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Silodhema Silodhema0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Str +6 Dex +5 Wil +3 Con ----- def ----- Defense +30 (+9 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Max.HP +20.00 Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; lightning, temporal, arcane, fire, nature, physical) Prismatic Rune (6 turns; lightning, temporal, arcane, fire, nature, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous 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, 3 temporal, 5 arcane, 3 fire, 4 nature, 2 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
gold amulet 'Poloserin' gold amulet 'Poloserin'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +15 (+5 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +8% physical Spell.save +18 (+6 eff.) Pinning- +20% ---------- misc Stam/turn +2.60 Amulets make your neck look great! |
restful copper amulet restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Ivywe Ivywe0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Crit.mult +10.00% Dmg.mod +15% blight Acc +6 (+2 eff.) Apr +1 ---------- misc Max.stam +10.00 Rings make your fingers look great! |
enhanced steel battleaxe of crippling (20-30 power, 2 apr) enhanced steel battleaxe of crippling (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Nature/Master Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +6 Dex +5 Mag +6 Wil +5 Cun +5 Con dps ---------- Phys.crit +10.0% Massive two-handed battleaxes. |
Lisinne the Smoldershaper (18-28 power, 1 apr) Lisinne the Smoldershaper (18-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Nature Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +8 fire On Crit.r2 +28 fire While equipped: dps ---------- All.spd +3% Dmg.mod +6% fire Res.pen +10% fire ----- def ----- Armour +6 Defense +25 (+7 eff.) Poison- +20% Massive two-handed mauls. |
Shockoracle (36-58 power, 2 apr) Shockoracle (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 temporal On Crit.r2 +16 lightning While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +12% lightning Phasing +20% On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +16% temporal Spell.save +18 (+6 eff.) Massive two-handed swords. |
elemental dwarven-steel greatsword (34-54 power, 2 apr) elemental dwarven-steel greatsword (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 95 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +10% fire Res.pen +10% fire Massive two-handed swords. |
void walker's yew magestaff of warding (20-24 power, 4 apr, cold element) void walker's yew magestaff of warding (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ----- def ----- Armour +5 Defense +5 (+2 eff.) Resists +9% darkness +7% temporal Def/telep +8 Res/telep +5% Dur/telep +7% ---------- misc Wards +2 cold Talents +3 Ward +1 Command Staff This staff offers 20% bonus, 2 wards to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
cashmere robe 'Silowyn' (0 def, 0 armour) =24% RESIST LIGHTNING= cashmere robe 'Silowyn' (0 def, 0 armour) =24% RESIST LIGHTNING=2.0 T3 cloth armor [Rare] Nature While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +16% lightning ----- def ----- Resists +24% lightning +11% all ---------- misc Infravis +3 See.Invis +18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of life (0 def, 0 armour) mindwoven cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +5% blight +11% all Mind.save +15 (+7 eff.) Max.HP +40.00 HP.reg +1.60 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of iron boots of speed (0 def, 4 armour) miner's pair of iron boots of speed (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +2% ---------- 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. |
starseer's linen wizard hat of arcana (1 def, 0 armour) starseer's linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +4% light +4% temporal +5% darkness +4% physical ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
barbed quiver of ash arrows of accuracy (20/20, 26-37 power, 7 apr) barbed quiver of ash arrows of accuracy (20/20, 26-37 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 26.5 - 37.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +7 Crit +10.5% Capacity 20 On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
5 agate 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. |
41 alchemist agate 41 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. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
3 opal 3 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
woodsman's iron pickaxe (dig speed 40 turns) woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade 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. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 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. |
scorching brass lantern of focus scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet 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. |
ruby 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) 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. |
Sunburst [power 170] (8/15 cooldown) Sunburst [power 170] (8/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% fire Res.pen +25% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +9% blight +6% darkness Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 15 cooldown Res.pen: + 14% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Galekiller the ash totem of summon tentacle [power 165] (8/25 cooldown) Galekiller the ash totem of summon tentacle [power 165] (8/25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +25% lightning ----- def ----- Resists +9% light +9% temporal Crit.dmg- 5.00% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 434 Base Damage: 183 Armor: 5 All Resist: 0 Puts all charms on 25 cooldown Dmg.mod: + 14% all for 2 turns. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 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. |
evasive elm wand of shielding [power 116] (8/20 cooldown) evasive elm wand of shielding [power 116] (8/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Gain 12% evasion for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
9 ametrine 9 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. |
6 citrine 6 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. |
7 zircon 7 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 Cyr Dannah the Cornac Doombringer level 16
70th Dusk 122nd year of Ascendancy at 19:17 see stats
By Cyr Dannah the Cornac Doombringer level 21
1st Decay 122nd year of Ascendancy at 02:58 see stats
By Cyr Dannah the Cornac Doombringer level 6
77th Pyre 122nd year of Ascendancy at 18:06 see stats
By Cyr Dannah the Cornac Doombringer level 10
23rd Dusk 122nd year of Ascendancy at 08:11 see stats
By Cyr Dannah the Cornac Doombringer level 20
79th Haze 122nd year of Ascendancy at 17:58 see stats
By Cyr Dannah the Cornac Doombringer level 25
5th Regrowth 123rd year of Ascendancy at 18:09 see stats
By Cyr Dannah the Cornac Doombringer level 16
60th Haze 122nd year of Ascendancy at 07:53 see stats
By Cyr Dannah the Cornac Doombringer level 6
77th Pyre 122nd year of Ascendancy at 19:55 see stats
By Cyr Dannah the Cornac Doombringer level 13
32nd Dusk 122nd year of Ascendancy at 15:12 see stats
By Cyr Dannah the Cornac Doombringer level 16
60th Haze 122nd year of Ascendancy at 20:35 see stats
By Cyr Dannah the Cornac Doombringer level 9
4th Mirth 122nd year of Ascendancy at 21:40 see stats
By Cyr Dannah the Cornac Doombringer level 16
60th Haze 122nd year of Ascendancy at 08:46 see stats
By Cyr Dannah the Cornac Doombringer level 17
67th Haze 122nd year of Ascendancy at 06:59 see stats
By Cyr Dannah the Cornac Doombringer level 26
17th Regrowth 123rd year of Ascendancy at 09:53 see stats
Log
Gunsnake's Evasive Shots misses Cyr Dannah.
Cyr Dannah steals life from Gunsnake!
Gunsnake hits Cyr Dannah for 12 healing, 9 healing, 9 healing, 9 healing, 1 healing (0 total damage) [40 healing].
Cyr Dannah hits Gunsnake for (28 flat reduction), 70 fire, (28 flat reduction), 54 cold, (28 flat reduction), 54 lightning, (28 flat reduction), 54 arcane, (2 flat reduction), 0 fire, (2 flat reduction), 0 cold, (2 flat reduction), 0 lightning, (2 flat reduction), 0 arcane, (3 flat reduction), 0 fire, (2 flat reduction), 0 cold, (2 flat reduction), 0 lightning, (2 flat reduction), 0 arcane, (28 flat reduction), 7 fire, (28 flat reduction), 1 cold, (28 flat reduction), 1 lightning, (28 flat reduction), 1 arcane, (8 flat reduction), 0 fire, (7 flat reduction), 0 cold, (7 flat reduction), 0 lightning, (7 flat reduction), 0 arcane (242 total damage).
Burning from Cyr Dannah hits Gunsnake for (5 flat reduction), 0 fire, (5 flat reduction), 0 cold, (5 flat reduction), 0 lightning, (5 flat reduction), 0 arcane (0 total damage).
Deep Wound from Gunsnake hits Cyr Dannah for 49 physical damage.
Cyr Dannah casts Fiery Grasp.
Cyr Dannah rushes out!
Cyr Dannah misses Gunsnake.
Evasive Shots fires a retaliatory shot at Cyr Dannah!
Gunsnake's Evasive Shots misses Cyr Dannah.
Gunsnake's Evasive Shots hits Cyr Dannah for 234 physical damage.
Burning from Cyr Dannah hits Gunsnake for (5 flat reduction), 0 fire, (5 flat reduction), 0 cold, (5 flat reduction), 0 lightning, (5 flat reduction), 0 arcane (0 total damage).
Cyr Dannah returns to normal.
Deep Wound from Gunsnake hits Cyr Dannah for 49 physical damage.
Cyr Dannah casts Fiery Grasp.
Cyr Dannah misses Gunsnake.
Evasive Shots fires a retaliatory shot at Cyr Dannah!
Gunsnake is grabbed!
Cyr Dannah hits Gunsnake for (8 flat reduction), 0 fire, (6 flat reduction), 0 cold, (6 flat reduction), 0 lightning, (6 flat reduction), 0 arcane (0 total damage).
Gunsnake's Evasive Shots misses Cyr Dannah.
Gunsnake's Evasive Shots misses Cyr Dannah.
Gunsnake aims less carefully.
Gunsnake uses Double Shots.
Fiery Grasp from Cyr Dannah hits Gunsnake for (8 flat reduction), 0 fire, (6 flat reduction), 0 cold, (6 flat reduction), 0 lightning, (6 flat reduction), 0 arcane (0 total damage).
Burning from Cyr Dannah hits Gunsnake for (5 flat reduction), 0 fire, (4 flat reduction), 0 cold, (4 flat reduction), 0 lightning, (4 flat reduction), 0 arcane (0 total damage).
Deep Wound from Gunsnake hits Cyr Dannah for 49 physical damage.
Cyr Dannah the level 26 cornac doombringer was minced to death by Gunsnake on level 1 of Noxious Caldera.