











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Doombringer |
Level / Exp | 31 / 2% |
Size | big |
Lifes / Deaths | Killed by fire drake hatchling at level 6 on the 19th Voratun 122nd year of Ascendancy at 13:38 0 / 7Killed by Celia at level 23 on the 19th Shortage 122nd year of Ascendancy at 23:59 Killed by Celia at level 23 on the 20th Shortage 122nd year of Ascendancy at 02:07 Killed by Glodhenor the mean looking elven guard at level 25 on the 24th Gold 123rd year of Ascendancy at 21:41 Killed by Gloratira the elven elite warrior at level 25 on the 24th Gold 123rd year of Ascendancy at 22:24 Killed by Bethybeth the forest wight at level 28 on the 15th Voratun 123rd year of Ascendancy at 15:04 Killed by Prohor's Inner Demon at level 31 on the 26th Voratun 123rd year of Ascendancy at 16:44 |
Primary Stats
Strength | 127 (base 60) |
Dexterity | 43 (base 27) |
Constitution | 64 (base 40) |
Magic | 29 (base 17) |
Willpower | 26 (base 10) |
Cunning | 34 (base 11) |
Resources
Life | -142/1181 |
Stamina | 137/247 |
Vim | 8/228 |
Healing Factor | 1.5993965053825 |
Regeneration | 17.061637355194 |
Speed
Mental | +8.8817841970013E-14% |
Attack | 0% |
Movement | +50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 2 |
Offense: Mainhand
Damage | 210 |
Accuracy | 51 |
Crit Chance | 28% |
APR | 12 |
Speed | 0.80 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +3% |
Cold | +15% |
All | 0% |
Lightning | +7% |
Light | +19% |
Darkness | +13% |
Fire | +3% |
Nature | +9% |
Offense: Damage Penetration
Arcane | +5% |
Acid | +15% |
Cold | +10% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 50.063402816797 (92.11456541679%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 48 |
Mental Save | 46 |
Defense: Resistances
Acid | + 63%( 70%) |
Blight | + 41%( 70%) |
Cold | + 49%( 70%) |
All | + 15%( 70%) |
Darkness | + 49%( 70%) |
Light | + 70%( 70%) |
Lightning | + 21%( 70%) |
Fire | + 29%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 15% |
Bleed Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -693 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1470 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 309 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Wrath | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 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 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | 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 failed to protect the injured seer from death by Bethybeth the forest wight. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Cyriwyn the spitting spider. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by red crystal. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by Ararithra the ghoul. Escort: repented thief (level 2 of Dreadfell) | failed |
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 Wrathroot. * 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 |
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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed minotaur nose. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed skeleton mage skull. * You've found the needed vial of greater demon bile. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed bloated horror heart. * You've found the needed ice ant stinger. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of elder vampire blood. * You've found the needed vial of fire wyrm saliva. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 cold Changes stats: +5 Con Changes resistances: +13% light / +13% darkness Changes resistances penetration: +10% cold Changes damage: +9% light Stamina when hit: +1.10 Equilibrium when hit: +1.20 Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +2 Str / +1 Dex Changes resistances: +11% nature / +3% blight Changes damage: +6% nature Critical mult.: +20.00% Mindpower: +5 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +7 Str / +6 Wil / +5 Cun / +6 Con Changes resistances: +42% acid / +6% light Changes resistances penetration: +5% acid Changes damage: +15% acid Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +9% darkness / +8% blight / +6% fire / +8% nature / +15% light Poison immunity: +15% Disease immunity: +18% Cut immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 125% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +4 Cun / +3 Mag Changes resistances: +7% light / +6% darkness Mental save: +8 (+3 eff.) Maximum life: +43.00 Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 48.84 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +20 Defense: +2 (+1 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 26% Damage (Melee): 11 acid / 10 fire Damage when hit (Melee): 9 acid / 18 fire Changes resistances: +15% acid / +11% fire Changes resistances penetration: +10% acid Changes damage: +3% fire Physical save: +7 (+2 eff.) A suit of armour made of mail. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +32 (+10 eff.) Defense: +3 (+2 eff.) Fatigue: -6% Changes resistances: +12% darkness Changes resistances penetration: +5% darkness Changes damage: +13% darkness Stealth bonus: +5 Maximum life: +81.00 Maximum stamina: +17.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -12% Damage when hit (Melee): 6 arcane Changes stats: +10 Dex / +6 Mag / +10 Cun / +10 Con Changes resistances penetration: +5% arcane Changes damage: +3% nature / +3% arcane Life regen: +3.00 Stamina each turn: +0.80 Movement speed: +20% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1024% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +3% nature / +13% temporal Changes damage: +3% nature / +18% acid Physical save: +10 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +14 (+5 eff.) Blindness immunity: +10% Pinning immunity: +24% Knockback immunity: +22% Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Torchenvy Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +6 Mag Changes resistances: +13% blight Changes damage: +13% blight / +12% fire / +12% arcane Spellpower on spell critical (stacks up to 3 times): +8 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +7 Str / +2 Dex / +9 Con Changes resistances: +2% physical Changes damage: +9% lightning / +9% physical Critical mult.: +20.00% Stamina each turn: +2.00 Only die when reaching: -20.00 life Rings make your fingers look great! |
![]() Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +35 fire When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +12 Changes resistances: +9% cold Changes resistances penetration: +20% temporal / +13% physical Changes damage: +9% cold / +6% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
![]() Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 14.93 arcane and 16.38 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+12 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 9.09 cold damage and 7.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() warbringer's steel waraxe of shearing (15-21 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Physical power: +7 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical / +6% all Disarm immunity: +10% One-handed war axes. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Damage when hit (Melee): 6 mind Changes resistances: +9% lightning / +12% cold / +12% mind Stamina each turn: +0.30 Maximum life: +33.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +1 Dex / +7 Mag / +6 Wil / +1 Cun / +1 Con Changes damage: +22% blight / +7% arcane Physical save: +15 (+4 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 431.6 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() steel mail armour 'Toraharalach' (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +19% Changes stats: +7 Con Changes resistances: -14% light / +9% fire / +8% darkness / +6% mind Changes damage: +9% arcane / +3% mind Critical mult.: +15.00% Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Mana each turn: +0.08 Maximum vim: +10.00 Spellpower: +30 (+14 eff.) Damage Shield penetration: +30% A suit of armour made of mail. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 84.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 84.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Achievements
By Prohor the Dwarf Doombringer level 30
19th Voratun 123rd year of Ascendancy at 23:54 see stats
By Prohor the Dwarf Doombringer level 29
17th Voratun 123rd year of Ascendancy at 11:36 see stats
By Prohor the Dwarf Doombringer level 22
4th Loss 122nd year of Ascendancy at 03:10 see stats
By Prohor the Dwarf Doombringer level 22
17th Dearth 122nd year of Ascendancy at 09:39 see stats
By Prohor the Dwarf Doombringer level 6
19th Voratun 122nd year of Ascendancy at 09:36 see stats
By Prohor the Dwarf Doombringer level 10
27th Voratun 122nd year of Ascendancy at 07:17 see stats
By Prohor the Dwarf Doombringer level 20
44th Profit 122nd year of Ascendancy at 10:51 see stats
By Prohor the Dwarf Doombringer level 30
17th Voratun 123rd year of Ascendancy at 11:36 see stats
By Prohor the Dwarf Doombringer level 20
45th Profit 122nd year of Ascendancy at 13:40 see stats
By Prohor the Dwarf Doombringer level 24
28th Iron 123rd year of Ascendancy at 16:04 see stats
By Prohor the Dwarf Doombringer level 16
30th Profit 122nd year of Ascendancy at 13:30 see stats
By Prohor the Dwarf Doombringer level 18
42nd Profit 122nd year of Ascendancy at 16:46 see stats
By Prohor the Dwarf Doombringer level 12
9th Profit 122nd year of Ascendancy at 18:58 see stats
By Prohor the Dwarf Doombringer level 10
4th Profit 122nd year of Ascendancy at 18:23 see stats
By Prohor the Dwarf Doombringer level 15
28th Profit 122nd year of Ascendancy at 13:53 see stats
By Prohor the Dwarf Doombringer level 24
10th Iron 123rd year of Ascendancy at 20:01 see stats
By Prohor the Dwarf Doombringer level 16
30th Profit 122nd year of Ascendancy at 22:47 see stats
By Prohor the Dwarf Doombringer level 29
17th Voratun 123rd year of Ascendancy at 03:54 see stats
Log
Prohor's Inner Demon hits Prohor for 64 physical, 2 acid, 2 fire, 2 light, 1 fire, 3 fire (73 total damage).
Prohor is freed from the demons.
Prohor is fully armored again.
Burning from Prohor hits Prohor's Inner Demon for 0 fire damage.
Burning from Prohor's Inner Demon hits Prohor for 2 fire damage.
Prohor casts Abduction.
Prohor performs a melee critical strike against Prohor's Inner Demon!
Prohor's Inner Demon is disabled.
Prohor's Inner Demon shrugs off the effect 'Armor Corroded'!
Prohor's spell attains critical power!
Prohor's Inner Demon redirects the effect 'Burning'!
Prohor redirects the effect 'Burning'!
Prohor's Inner Demon shrugs off Prohor's 'Burning'!
Prohor's Inner Demon redirects the effect 'Burning'!
Prohor shrugs off Prohor's 'Burning'!
Prohor hits Prohor's Inner Demon for 91 physical, 1 acid, 1 fire, 1 light, 1 fire, 75 physical, 1 acid, 1 fire, 1 light, 1 fire, 3 fire (178 total damage).
Melee retaliation hits Prohor for 5 fire, 1 nature, 1 acid, 2 blight, 1 cold, 1 arcane, 5 fire, 1 nature, 1 acid, 2 blight, 1 cold, 1 arcane (21 total damage).
Prohor's Inner Demon's spell attains critical power!
Prohor redirects the effect 'Burning'!
Prohor's Inner Demon shrugs off Prohor's Inner Demon's 'Burning'!
Melee retaliation hits Prohor's Inner Demon for 4 fire, 0 nature, 1 acid, 2 blight, 1 cold, 1 arcane (9 total damage).
Prohor hits Prohor's Inner Demon for 1 fire damage.
Share the Pain hits Prohor's Inner Demon for 44 physical, 1 acid, 1 fire, 1 light (48 total damage).
Prohor's Inner Demon hits Prohor for 61 physical, 2 acid, 2 fire, 2 light, 1 fire, 3 fire (70 total damage).
Melee retaliation hits Prohor for 6 fire, 1 nature, 1 acid, 2 blight, 1 cold, 1 arcane (12 total damage).
Melee retaliation hits Prohor's Inner Demon for 4 fire, 0 nature, 1 acid, 2 blight, 1 cold, 1 arcane (9 total damage).
Prohor's Inner Demon hits Prohor for 98 physical damage.
Prohor the level 31 dwarf doombringer was pierced to death by a Prohor's Inner Demon on level 4 of Ruined halfling complex.