










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Cornac |
Class | Doombringer |
Level / Exp | 19 / 22% |
Size | medium |
Lifes / Deaths | Killed by Cyrada the stone troll at level 6 on the 1st Mirth 122nd year of Ascendancy at 12:56 0 / 6Killed by armoured skeleton warrior at level 10 on the 10th Mirth 122nd year of Ascendancy at 00:39 Killed by armoured skeleton warrior at level 11 on the 10th Mirth 122nd year of Ascendancy at 06:23 Killed by Yvotta the multi-hued crystal at level 11 on the 10th Mirth 122nd year of Ascendancy at 07:20 Killed by Minotaur of the Labyrinth at level 19 on the 22nd Dusk 122nd year of Ascendancy at 23:59 Killed by Eilinuta the minotaur at level 19 on the 23rd Dusk 122nd year of Ascendancy at 01:29 |
Primary Stats
Strength | 52 (base 47) |
Dexterity | 21 (base 10) |
Constitution | 21 (base 12) |
Magic | 41 (base 36) |
Willpower | 12 (base 10) |
Cunning | 14 (base 11) |
Resources
Life | -232/586 |
Stamina | 140/170 |
Vim | 169/197 |
Healing Factor | 1.094804467222 |
Regeneration | 2.4633100512496 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 87 |
Accuracy | 41 |
Crit Chance | 17% |
APR | 3 |
Speed | 0.91 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Light | +9% |
Physical | +12% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Cold | +25% |
Light | +5% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 46.317011280365 (72.903125182002%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 8 |
Physical Save | 39 |
Spell Save | 24 |
Mental Save | 21 |
Defense: Resistances
Acid | + 24%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 6%( 70%) |
All | 0%( 70%) |
Darkness | + 12%( 70%) |
Light | + 6%( 70%) |
Physical | + 8%( 70%) |
Cold | + 41%( 70%) |
Fire | + 27%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 40% |
Inscriptions (4/4)
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 213 life over 5 turns. Its effects scale with your Constitution 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 61 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 Magic stat. |
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 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 585% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Torture | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Corruption / Hexes | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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 lost defiler from death by Eilinuvena the storm drake hatchling. Escort: lost defiler (level 3 of Trollmire) | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Crit.mult +5.00% On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Armour +19 Defense +5 (+3 eff.) Resists +2% physical Phys.save +16 (+5 eff.) Mind.save +14 (+7 eff.) A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +9% light +3% physical Res.pen +5% mind ----- def ----- Max.HP +40.00 ---------- 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 | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Crit.mult +5.00% Dmg.mod +11% fire Acc +15 (+5 eff.) ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +16% fire ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 39% ----- def ----- Resists +6% acid +15% cold +3% darkness Spell.save +3 (+2 eff.) 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 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Dex +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Fatigue -5% Resists +5% arcane Spell.save +8 (+4 eff.) Stun/Frz- +20% ---------- misc Max.enc +21 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Dmg.mod +9% acid Melee Ret 4 physical ----- def ----- Defense +15 (+8 eff.) Phys.save +6 (+2 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil +1 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +8 Die.at -20.00 life Max.HP +33.00 ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +8 cold On Crit.r2 +8 cold While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Res.pen +25% cold Acc +17 (+5 eff.) Melee Ret 8 cold ----- def ----- Resists +3% darkness Massive two-handed mauls. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +6% darkness Crit.chn- 5.00% HP.reg +2.00 Stun/Frz- +20% ---------- misc Stam/turn +0.50 Max.stam +11.00 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 | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% acid +6% physical +6% light +15% cold +6% nature Phys.save +11 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Res.pen +5% light ----- def ----- Resists +11% fire +11% cold Die.at -80.00 life ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str +7 Lck +2 Wil dps ---------- Res.pen +5% fire Acc +5 (+1 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +6% darkness +3% fire Unseen.red 11% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Light Uses 10% Mag, 120% Str 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 Cun +2 Mag 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. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% acid Res.pen +5% physical ----- def ----- Resists +3% cold Spell.save +3 (+2 eff.) Max.HP +31.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +7 (+4 eff.) Resists +5% arcane Phys.save +6 (+2 eff.) ---------- misc Hate/m.crit +4.00 Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Blind- +20% Silence- +10% Pinning- +10% ---------- misc Max.enc +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex +2 Wil dps ---------- Phys.crit +2.0% Crit.mult +10.00% Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +3% nature Silence- +22% Confus- +21% Stun/Frz- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% fire ----- def ----- Armour +5 Defense +10 (+5 eff.) Max.HP +20.00 ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Fatigue -3% Resists +2% physical Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Con +1 Mag ----- def ----- Armour +1 Resists +6% fire +5% cold A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Resists +6% acid +2% physical +6% nature +3% cold HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 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. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Melee+ 6 lightning Dmg.mod +3% lightning +3% mind +3% acid Melee Ret 6 acid ----- def ----- Armour +1 Resists +6% lightning 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Wil +2 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% darkness Res.pen +5% light ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Mind.crit +2% Mind.pwr +3 (+1 eff.) Res.pen +10% mind ----- def ----- Defense +1 (+1 eff.) ---------- misc Stam/turn +3.00 Psi/turn +0.12 Equi/ret +0.04 Hate/m.crit +3.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue +12% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Res.pen +5% lightning Acc +10 (+3 eff.) ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +15% acid ---------- misc Stam/turn +3.00 A suit of armour made of leather. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +2 Mag +2 Con ----- def ----- Resists +1% physical +3% nature +6% temporal Crit.chn- 10.00% Phys.save +12 (+4 eff.) Confus- +10% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Fatigue -5% ---------- misc Infravis +3 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +6% fire Phys.save +6 (+2 eff.) Mind.save +8 (+4 eff.) Confus- +20% ---------- misc Light +3 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lucien the Cornac Doombringer level 6
77th Pyre 122nd year of Ascendancy at 19:41 see stats
By Lucien the Cornac Doombringer level 10
8th Mirth 122nd year of Ascendancy at 16:01 see stats
By Lucien the Cornac Doombringer level 18
11st Dusk 122nd year of Ascendancy at 08:24 see stats
By Lucien the Cornac Doombringer level 14
8th Flare 122nd year of Ascendancy at 21:52 see stats
Log
Minotaur of the Labyrinth hits Lucien for 5 physical damage.
Eilinuta the minotaur's is no longer blazing.
Lucien receives 1 healing from Devouring flames from Lucien.
Burning from Lucien hits Minotaur of the Labyrinth for 20 fire damage.
Lucien receives 1 healing from Devouring flames from Lucien.
Lucien uses Infusion: Regeneration.
Lucien starts regenerating health quickly.
Lucien's Wraithform is disrupted by his wounds!
Lucien is poisoned!
Talent Draining Assault is ready to use.
Burning from Lucien hits Lucien for 10 fire damage.
Melee retaliation hits Eilinuta the minotaur for 4 physical, 7 cold, 4 physical, 7 cold (23 total damage).
Deadly Poison from Eilinuta the minotaur hits Lucien for 24 nature damage.
Bleeding from Eilinuta the minotaur hits Lucien for 67 physical damage.
Eilinuta the minotaur hits Lucien for 58 physical, 36 physical, 7 blight, 5 fire (106 total damage).
Melee retaliation hits Minotaur of the Labyrinth for 5 physical, 8 cold (13 total damage).
Minotaur of the Labyrinth hits Lucien for 7 physical damage.
Minotaur of the Labyrinth stops burning.
Eilinuta the minotaur performs a melee critical strike against Lucien!
Lucien evades Eilinuta the minotaur.
Melee retaliation hits Eilinuta the minotaur for 5 physical, 9 cold (14 total damage).
Eilinuta the minotaur hits Lucien for 97 physical damage.
Lucien fails to use Draining Assault.
Poison bursts out of Lucien's corpse!
Burning from Lucien hits Lucien for 11 fire damage.
Bleeding from Eilinuta the minotaur hits Lucien for 76 physical damage.
Deadly Poison from Eilinuta the minotaur hits Lucien for 44 nature damage.
Lucien the level 19 cornac doombringer was mauled to death by Eilinuta the minotaur on level 2 of The Maze.