











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!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 | 20 / 16% |
| Size | big |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 7th Mirth 122nd year of Ascendancy at 23:06 1 / 5Killed by Yvywen the green worm mass at level 12 on the 3rd Summertide 122nd year of Ascendancy at 15:04 Killed by Aruwe the white jelly at level 19 on the 5th Decay 122nd year of Ascendancy at 06:15 Killed by Siliwe the bandit at level 20 on the 6th Decay 122nd year of Ascendancy at 11:29 Killed by WilBringer at level 20 on the 6th Decay 122nd year of Ascendancy at 11:34 |
Primary Stats
| Strength | 63 (base 48) |
| Dexterity | 20 (base 10) |
| Constitution | 31 (base 12) |
| Magic | 43 (base 38) |
| Willpower | 20 (base 10) |
| Cunning | 25 (base 11) |
Resources
| Life | 699/699 |
| Stamina | 204/204 |
| Vim | 216/216 |
| Healing Factor | 1.1658714593979 |
| Regeneration | 0.29146786484947 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 37 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Light | +3% |
| Fire | +10% |
| Physical | +5% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +12% |
| Darkness | +10% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 8 |
| Physical Save | 32 |
| Spell Save | 27 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 17%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 41% |
| Stun Resistance | 0% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 609% 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. |
Class Talents
| Corruption / Torture | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 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 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 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 successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 skeleton mage skull. * You've found the needed length of troll intestine. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
| On feet | Demontitan the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +3 Fatigue +2% Crit.chn- 5.00% ---------- misc Stam/turn +0.50 Psi/ret +0.04 Max.stam +12.00 Max.psi +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of steel shots of crippling (15/15, 117% power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 117% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 15 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | Mayima2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +2 Wil ----- def ----- Resists +3% fire Crit.chn- 15.00% Phys.save +12 (+6 eff.) 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 | Cleansewitch the rough leather cap (0 def, 7 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +7 Fatigue +1% Resists +11% darkness +3% nature +11% light A cap made of leather. |
| Tool | iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Duskdash the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Mag +8 Cun dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +9% darkness Res.pen +10% darkness Acc +7 (+3 eff.) ----- def ----- Resists +3% darkness Max.HP +26.00 Disarm- +23% Pinning- +25% Knockbk- +26% Rings make your fingers look great! |
| On fingers | steel ring 'Magmawilder'0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +10% fire Melee Ret 4 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +6% blight +26% fire Spell.save +12 (+6 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| Around waist | Talen the Splendourrebel1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +3% cold Res.pen +5% cold Melee Ret 4 light ----- def ----- Resists +3% light +9% cold Max.HP +32.00 A belt that goes around your waist. |
| In main hand | warbringer's dwarven-steel greatsword of enduring (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Con +10 Wil dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +12% physical ----- def ----- Max.HP +26.00 Disarm- +18% Massive two-handed swords. |
| On hands | sand dwarven-steel gauntlets of strength (+3) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 11 physical Dmg.mod +5% physical ----- def ----- Armour +8 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | rough leather armour 'Splendourmoon' (3 def, 7 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +6% Resists +6% lightning +19% fire +3% darkness +10% physical A suit of armour made of leather. |
| Cloak | Gunofast the Darkpierce (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +6 Dex +2 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +6 Defense +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glarebraze the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 10 lightning ----- def ----- Resists +6% acid +7% physical +3% light ---------- misc Stam/turn +0.30 Light +1 Amulets make your neck look great! |
Inventory
Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
chilling dwarven-steel battleaxe (135% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 136% 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+ +12 cold Massive two-handed battleaxes. |
hateful dwarven-steel battleaxe (135% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Psionic Power 136% 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+ +12 darkness Against +12% Living Massive two-handed battleaxes. |
iron dagger of shearing (101% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +7 (+3 eff.) Apr +6 Sharp, short and deadly. |
steel dagger of massacre (117% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger of shearing (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +6 (+2 eff.) Apr +7 Sharp, short and deadly. |
truestriking steel dagger (109% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 109% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +5 (+2 eff.) Apr +6 Sharp, short and deadly. |
Tirakai's Maul (139% power, 6 apr)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. |
elemental steel greatmaul of massacre (145% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Master Power 146% 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% On Hit: * Create an explosion dealing 79 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +13% fire Massive two-handed mauls. |
steel greatsword of erosion (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 129% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature Massive two-handed swords. |
Belyvea the Treebearer (119% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 nature On Crit.r2 +4 nature On Hit: * 20% chance to reduce damage dealt by 15% While equipped: Stats +6 Str +4 Dex +5 Mag +5 Wil +4 Cun +3 Con dps ---------- Acc +7 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Defense +5 (+5 eff.) Disarm- +21% Sharp, long, and deadly. |
steel longsword of persecution (113% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Disrupt Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Against +11% Unnatural While equipped: Stats +3 Wil Sharp, long, and deadly. |
arcing steel mace (110% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Blunt and deadly. |
mossy mindstar 'Ichorblood' (77% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +8 nature While equipped: Stats +4 Con dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +12% nature Crit.chn- 10.00% ---------- misc Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% mind Res.pen +4% mind ----- def ----- Resists +2% mind Dmg.Resnn +7% ---------- misc Psi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ranger's cured leather sling of cunning (+2)4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Cun +1 Dex dps ---------- Res.pen +6% physical Slings are used to hurl stones or metal shots at your foes. |
surging yew starstaff of might (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) S.pwr/crit +4 Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe of erosion (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature One-handed war axes. |
Glowdeath1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +23 (+5 eff.) Dmg.mod +3% arcane +6% light Apr +2 ----- def ----- Resists +6% light Spell.save +6 (+3 eff.) ---------- misc Max.stam +10.00 Size +1 A belt that goes around your waist. |
Isledhelle the Sparkschism1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +9% mind Melee Ret 4 mind ----- def ----- Defense +10 (+9 eff.) Resists +6% acid +15% mind Stealth +6 A belt that goes around your waist. |
Berilach the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +2 (+2 eff.) Resists +12% temporal +9% fire +3% mind +3% darkness Phys.save +8 (+4 eff.) Spell.save +3 (+1 eff.) Mind.save +7 (+6 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +9% all Poison- +21% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand hardened leather gloves of butchering (0 def, 10 armour)1.0 T2 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 8 physical Dmg.mod +5% physical Acc +4 (+2 eff.) Apr +5 ----- def ----- Armour +10 Resists +7% blight Spell.save +10 (+5 eff.) 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. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +10% nature +11% blight A suit of armour made of mail. |
steel mail armour of the deep (2 def, 7 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +2 (+2 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +15% acid A suit of armour made of leather. |
cured leather armour of resilience (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Max.HP +29.00 A suit of armour made of leather. |
radiant hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Resists +18% blight +11% darkness ---------- misc Light +2 A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% HP.reg +2.20 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
Bethyta (0 def, 4 armour, 112% power, 36 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Psionic When used to Attack: Power 112% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 On Hit: * 12% chance to reduce armor by 34% While equipped: dps ---------- Melee+ 6 acid Dmg.mod +9% acid Res.pen +25% acid Melee Ret 8 acid On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +11% mind +12% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of purity (0 def, 8 armour, 109% power, 62 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 109% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +62 While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +12% nature +12% blight ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield of shrapnel (0 def, 4 armour, 114% power, 36.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 114% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 While equipped: dps ---------- Melee+ 11 lightning On shield block: * Cause enemies within radius 6 to bleed for 238 physical damage over 5 turns (1/turn) Melee Ret 1 lightning ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows (20/20, 118% power, 7 apr)3.0 T2 arrow ammo [Normal] Power 119% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
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. |
404 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+5 eff.) ---------- misc Light +6 See.Stealth +7 See.Invis +6 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 alchemist's lamp1.0 T3 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +7% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Satyrraze [power 188] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Resists +9% fire Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to reduce fatigue by 27% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
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 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 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. |
9 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By WilBringer the Ogre Doombringer level 13
47th Dusk 122nd year of Ascendancy at 15:13 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By WilBringer the Ogre Doombringer level 6
78th Pyre 122nd year of Ascendancy at 18:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By WilBringer the Ogre Doombringer level 10
9th Mirth 122nd year of Ascendancy at 12:06 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By WilBringer the Ogre Doombringer level 20
6th Decay 122nd year of Ascendancy at 01:34 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By WilBringer the Ogre Doombringer level 19
6th Decay 122nd year of Ascendancy at 01:34 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By WilBringer the Ogre Doombringer level 7
5th Mirth 122nd year of Ascendancy at 14:28 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By WilBringer the Ogre Doombringer level 13
19th Haze 122nd year of Ascendancy at 21:58 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By WilBringer the Ogre Doombringer level 14
30th Haze 122nd year of Ascendancy at 19:32 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By WilBringer the Ogre Doombringer level 20
6th Decay 122nd year of Ascendancy at 11:34 see stats
Log
WilBringer's is no longer blazing.
Burning Shock from WilBringer hits Rogue for 32 fire damage.
WilBringer hits Flame turret for 36 physical, 5 physical, 3 fire, 5 fire (49 total damage).
Burning Shock from WilBringer killed Rogue!
WilBringer is not stunned anymore.
Bear Trap from Siliwe the bandit hits WilBringer for (6 abyssal shield), 6 physical (6 total damage).
You are unable to move!
WilBringer casts Ogric Wrath.
WilBringer enters an ogric frenzy.
WilBringer misses Siliwe the bandit.
Siliwe the bandit activates a prepared device.
Flame turret uses Flamethrower.
Flame turret hits WilBringer for (12 abyssal shield), 12 fire (12 total damage).
Siliwe the bandit uses Dual Strike.
Siliwe the bandit performs a melee critical strike against WilBringer!
WilBringer resists the stunning strike!
Siliwe the bandit performs a melee critical strike against WilBringer!
Melee retaliation hits Siliwe the bandit for 12 lightning, 4 light, 28 blight, 19 fire, 12 lightning, 4 light, 28 blight, 19 fire (127 total damage).
Siliwe the bandit hits WilBringer for (48 abyssal shield), 108 physical, (47 abyssal shield), 100 physical (208 total damage).
WilBringer the level 20 ogre doombringer was torn limb from limb to death by Siliwe the bandit on level 1 of The Maze.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Siliwe the bandit killed WilBringer!
Saving game...
Talent Rush is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!














































































































