










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! Roguelike Keybindings 1.7.0Adds new game option "[ZOmnibus] | Roguelike keybindings" that can be used to alter the game's movement keybindings to the classic "roguelike" or "Vi keys" style, useful for laptops or other keyboards that lack numeric keypads. The keybindings modified by this addon are as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | 30 / 9% |
Size | medium |
Lifes / Deaths | Killed by Yvariatta the gloomy fox at level 6 on the 77th Pyre 122nd year of Ascendancy at 19:50 0 / 8Killed by Neravea the slimy ooze at level 20 on the 49th Dusk 122nd year of Ascendancy at 22:51 Killed by Xanyvea the black jelly at level 21 on the 50th Dusk 122nd year of Ascendancy at 19:57 Killed by Nero at level 21 on the 52nd Dusk 122nd year of Ascendancy at 06:30 Killed by Xeriatha the lesser vampire at level 29 on the 8th Haze 122nd year of Ascendancy at 10:03 Killed by Xeriatha the lesser vampire at level 29 on the 8th Haze 122nd year of Ascendancy at 17:37 Killed by war hound at level 30 on the 9th Haze 122nd year of Ascendancy at 01:12 Killed by Bethitta the slimy ooze at level 30 on the 9th Haze 122nd year of Ascendancy at 01:26 |
Primary Stats
Strength | 66 (base 60) |
Dexterity | 34 (base 21) |
Constitution | 20 (base 12) |
Magic | 50 (base 40) |
Willpower | 20 (base 10) |
Cunning | 28 (base 16) |
Resources
Life | -86/768 |
Stamina | 183/256 |
Vim | 256/256 |
Healing Factor | 1.2070588855782 |
Regeneration | 4.4057649323604 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 25.549391208114 |
See Invisible | 25.549391208114 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 150 |
Accuracy | 40 |
Crit Chance | 58% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Fire | +6% |
Light | +13% |
Temporal | +3% |
Nature | +9% |
Physical | +33% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +40% |
Lightning | +60% |
Acid | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 51.292304923968 (87.807182003187%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 16 |
Physical Save | 28 |
Spell Save | 22 |
Mental Save | 20 |
Defense: Resistances
Acid | + 21%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 31%( 70%) |
All | + 7%( 70%) |
Lightning | + 29%( 70%) |
Light | + 14%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 9%( 70%) |
Darkness | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Instadeath Resistance | 100% |
Disarm Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 598% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 215.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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 Adata the forest wight. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lost defiler from death by Emelida the giant yellow ant. Escort: lost defiler (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by mountain troll. Escort: lost sun paladin (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. 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 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +2 Con dps ---------- Dmg.mod +9% nature Apr +6 ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +3.50 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex +2 Mag +5 Wil ----- def ----- Max.HP +42.00 ---------- misc Light +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. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +6 Con dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +12% cold Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +4 Fatigue +4% Resists +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +15% physical ----- def ----- Armour +10 Resists +2% physical ---------- misc Infravis +3 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+3 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 15 light Ranged+ 15 light Dmg.mod +13% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% lightning ----- def ----- Resists +9% acid +5% arcane +24% lightning HP.reg +1.40 Heal.mod +12% A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 175% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 nature +4 light On Hit.r1 +20 light +20 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +29.0% Crit.mult +45.00% Apr +17 ----- def ----- Resists +3% cold Massive two-handed swords. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +2 Dex +2 Mag +3 Cun dps ---------- Dmg.mod +9% physical Acc +17 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% light +5% darkness Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +25% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 58.57 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 | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +15% lightning Apr +2 ----- def ----- Armour +14 Defense +22 (+7 eff.) Fatigue +12% ---------- misc Max.stam +30.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +3% temporal Res.pen +15% physical ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +6% temporal +11% cold 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] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% physical Res.pen +15% lightning ----- def ----- Defense +5 (+1 eff.) Fatigue -5% Resists +12% cold HP.reg +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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd 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 -310 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 620 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 350 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 190 damage for 3 turns. Its effects scale with your Constitution 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 [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +2 Con dps ---------- Phys.crit +3.0% Dmg.mod +9% physical On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Mind.save +6 (+3 eff.) Confus- +25% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Spell.pwr +7 (+3 eff.) Dmg.mod +6% all Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +4 Resists +22% acid Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +4 Resists +24% lightning Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 139% 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+ +4 temporal +14 cold On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +14 (+3 eff.) Acc +16 (+5 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +9 (+3 eff.) Resists +6% mind +9% temporal Disarm- +35% Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Disrupt/Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 9% chance to slow global speed by 43% Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 146% 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% Melee+ +4 cold On Crit: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +10 Con +12 Wil dps ---------- Dmg.mod +15% cold Acc +7 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Max.HP +14.00 Disarm- +31% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Master Power 143% 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% Melee+ +16 lightning On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Str +6 Con dps ---------- Phys.crit +12.0% Phys.pwr +10 (+2 eff.) Dmg.mod +6% lightning +6% cold Res.pen +10% lightning ----- def ----- Crit.chn- 10.00% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 128% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 130% 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% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 145% 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% On Hit.r1 +9 fire Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 116% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +25% fire Apr +1 ----- def ----- Armour +10 Defense +15 (+5 eff.) Phys.save +6 (+3 eff.) Create a temporary shield that absorbs 260 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +6% light +6% darkness Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +6% fire +6% mind +3% light Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% lightning Apr +3 ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) 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: Stats +2 Str +3 Mag +1 Wil +3 Cun dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% nature Res.pen +5% nature Apr +4 ----- def ----- Armour +3 Fatigue +2% 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] Master While equipped: dps ---------- Dmg.mod +3% nature +6% cold ----- def ----- Armour +3 Fatigue +2% Resists +12% nature ---------- misc Stam/turn +0.50 Max.stam +11.00 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 +3 Str ----- def ----- Armour +3 Fatigue -4% Phys.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Max.enc +21 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +5% light ----- def ----- Armour +1 Resists +9% acid +3% cold +3% light Rush: Puts all charms on 22 cooldown Level 1.3 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning +3% nature +3% acid Res.pen +10% nature ----- def ----- Armour +1 Resists +6% lightning Pinning- +20% 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 8 cold Dmg.mod +6% cold ----- def ----- Armour +2 Fatigue +3% Resists +5% cold 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +10 (+4 eff.) Res.pen +10% arcane +5% light ----- def ----- Armour +3 Fatigue +5% Resists +6% light Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% blight +6% fire ----- def ----- Armour +3 Fatigue +5% Resists +9% fire Spell.save +6 (+3 eff.) Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Resists +11% light +11% darkness A cap made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +8% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% nature Res.pen +5% physical Acc +10 (+3 eff.) ----- def ----- Armour +21 Fatigue +22% Die.at -80.00 life A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.crit +1.0% Phys.pwr +19 (+4 eff.) Mov.spd +10% Apr +1 ----- def ----- Resists +6% blight +3% temporal ---------- misc Stam/turn +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 100% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire Melee Ret 8 light 6 fire On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +12% acid +6% fire ---------- misc Light +1 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 55 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% nature ----- def ----- Armour +6 Mind.save +3 (+2 eff.) Max.HP +20.00 HP.reg +2.00 Sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 lightning damage Puts all charms on 13 cooldown 100% to gain a 10% 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. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 Nero the Cornac Doombringer level 24
65th Dusk 122nd year of Ascendancy at 18:46 see stats
By Nero the Cornac Doombringer level 6
77th Pyre 122nd year of Ascendancy at 19:28 see stats
By Nero the Cornac Doombringer level 10
15th Dusk 122nd year of Ascendancy at 14:54 see stats
By Nero the Cornac Doombringer level 20
45th Dusk 122nd year of Ascendancy at 04:51 see stats
By Nero the Cornac Doombringer level 30
9th Haze 122nd year of Ascendancy at 00:59 see stats
By Nero the Cornac Doombringer level 28
71st Dusk 122nd year of Ascendancy at 19:01 see stats
By Nero the Cornac Doombringer level 22
60th Dusk 122nd year of Ascendancy at 02:26 see stats
By Nero the Cornac Doombringer level 9
15th Dusk 122nd year of Ascendancy at 13:47 see stats
By Nero the Cornac Doombringer level 9
14th Dusk 122nd year of Ascendancy at 09:37 see stats
By Nero the Cornac Doombringer level 19
40th Dusk 122nd year of Ascendancy at 17:52 see stats
By Nero the Cornac Doombringer level 22
53rd Dusk 122nd year of Ascendancy at 12:20 see stats
By Nero the Cornac Doombringer level 16
32nd Dusk 122nd year of Ascendancy at 07:52 see stats
By Nero the Cornac Doombringer level 30
9th Haze 122nd year of Ascendancy at 01:12 see stats
Log
Nero hits Fire drake hatchling for 677 physical damage.
Ritch flamespitter hits Nero for 7 healing, 7 healing, 7 healing, 7 healing (0 total damage) [29 healing].
Fire wyrm hits Nero for 7 healing, 7 healing, 7 healing, 7 healing (0 total damage) [29 healing].
Melee retaliation hits Nero for 2 fire, 2 fire (4 total damage).
Nero receives 16 healing from Fire drake hatchling.
Nero killed Fire drake hatchling!
Burning Shock from Nero hits Salytha the snow giant for 39 fire damage.
Burning from Nero hits Bethitta the slimy ooze for 108 fire damage.
Burning from Nero hits Salytha the snow giant for 108 fire damage.
Burning from Nero hits Fire wyrm for 0 fire damage.
Burning from Nero hits Fire drake for 0 fire damage.
Burning Shock from Nero hits Fire drake for 0 fire damage.
Salytha the snow giant casts Mind Disruption.
Nero shrugs off the effect 'Confused'!
Greater faeros casts Flame.
Nero is on fire!
Greater faeros hits Nero for 122 fire damage.
Bethitta the slimy ooze uses Slime Spit.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Burning Shock from Nero hits Ritch flamespitter for 9 fire damage.
Ritch flamespitter hits Nero for 100 fire damage.
Nero loses 24 health to the soulburn.
Talent Infusion: Movement is ready to use.
Burning from Greater faeros hits Nero for 41 fire damage.
Nero hits Fire wyrm for 0 fire damage.
Nero hits Salytha the snow giant for 32 fire damage.
Nero hits Ritch flamespitter for 7 fire damage.
Bethitta the slimy ooze's Slime Spit hits Nero for 97 nature damage.
Nero the level 30 cornac doombringer was treehugged to death by Bethitta the slimy ooze on level 4 of Daikara.