Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Doombringer |
Level / Exp | 17 / 62% |
Size | medium |
Lifes / Deaths | Killed by Betoma the vampire at level 17 on the 64th Pyre 123rd year of Ascendancy at 01:45 / 1 |
Primary Stats
Strength | 45 (base 44) |
Dexterity | 33 (base 21) |
Constitution | 48 (base 44) |
Magic | 45 (base 44) |
Willpower | 27 (base 24) |
Cunning | 26 (base 23) |
Resources
Life | -77/721 |
Stamina | 180/230 |
Vim | 126/204 |
Healing Factor | 1.4678383355188 |
Regeneration | 10.080448723061 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +108% |
Vision
Sight | 14 |
Lite | 6 |
Infravision | 2 |
Offense: Mainhand
Damage | 78 |
Accuracy | 37 |
Crit Chance | 21% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Cold | +8% |
Light | +24% |
Fire | +26% |
All | +2% |
Offense: Damage Penetration
Fire | +25% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 67.883307766991 (81.151787968034%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 7 |
Physical Save | 40 |
Spell Save | 50 |
Mental Save | 33 |
Defense: Resistances
Nature | + 25%( 70%) |
Acid | + 38%( 70%) |
Light | + 45%( 70%) |
Cold | + 28%( 70%) |
Darkness | + 25%( 70%) |
Arcane | + 22%( 70%) |
Fire | + 20%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Disarm Resistance | 61% |
Bleed Resistance | 20% |
Confusion Resistance | 50% |
Pinning Resistance | 53% |
Knockback Resistance | 67% |
Instadeath Resistance | 100% |
Blind Resistance | 45% |
Inscriptions (5/5)
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 247 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Oppression | 1.42 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed skeleton mage skull. * You've found the needed bloated horror heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Dagulathafang the Blazewar (15 def, 5 armour) Dagulathafang the Blazewar (15 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Crit.mult +15.00% ----- def ----- Armour +5 Defense +15 (+5 eff.) Resists +3% light Stealth +6 ---------- misc Stam/turn +2.00 Max.stam +20.00 A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 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.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Phoenixblack the iron helm (15 def, 5 armour) Phoenixblack the iron helm (15 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +15% fire Melee Ret 2 physical ----- def ----- Armour +5 Defense +15 (+5 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Rainnigh the dwarven-steel torque of gale force [power 225] (15 cooldown) Rainnigh the dwarven-steel torque of gale force [power 225] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +10 Resists +6% nature +9% cold Teleport- +10% ---------- misc Light +1 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 230 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Delynik the copper ring Delynik the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Defense +15 (+5 eff.) Phys.save +7 (+3 eff.) Rings make your fingers look great! |
On fingers | Elylratta Elylratta0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% nature Max.HP +61.00 Cut- +20% Disarm- +30% Confus- +20% Pinning- +33% Knockbk- +27% Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 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. |
In main hand | stralite greatsword 'Fireidol' (171% power, 3 apr) stralite greatsword 'Fireidol' (171% power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 171% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +12 mind On Crit.r2 +8 light +12 fire While equipped: dps ---------- Dmg.mod +15% fire Res.pen +10% mind Massive two-handed swords. |
On hands | Haryrand (0 def, 4 armour) Haryrand (0 def, 4 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +4 Resists +5% arcane +9% darkness Crit.chn- 10.00% Phys.save +6 (+2 eff.) Mind.save +7 (+4 eff.) Disarm- +31% Confus- +20% ---------- misc Max.psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dwarven-steel mail armour 'Salydhekira' (3 def, 20 armour) dwarven-steel mail armour 'Salydhekira' (3 def, 20 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +3.0% ----- def ----- Armour +20 Defense +3 (+1 eff.) Fatigue +12% Resists +18% acid ---------- misc Max.stam +20.00 A suit of armour made of mail. |
Cloak | Mayeda the Singewire (1 def, 0 armour) Mayeda the Singewire (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% cold +12% light +9% fire Res.pen +10% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% fire +3% cold Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Berig the gold amulet Berig the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Resists +6% acid Heal.mod +10% Confus- +10% Pinning- +20% ---------- misc Masteries +0.12 Corruption/Oppression Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 140; cd 10) healing infusion of the warrior (heal 140; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 140 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. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 213; 13 cd) regeneration infusion of the warrior (heal 213; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
copper amulet of constitution (+3) copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
wizard's copper ring of the mountain (+11%) wizard's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Spell.save +4 (+1 eff.) Rings make your fingers look great! |
Stormfront (136% power, 15 apr) Stormfront (136% power, 15 apr)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. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
dwarven-steel greatmaul 'Lightmortal' (151% power, 2 apr) dwarven-steel greatmaul 'Lightmortal' (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Disrupt Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +4 light On Hit: * 19% chance to slow global speed by 42% While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Defense +10 (+4 eff.) Resists +3% nature +3% darkness Die.at -20.00 life Heal.mod +20% Massive two-handed mauls. |
Balychik the stralite greatmaul (162% power, 3 apr) Balychik the stralite greatmaul (162% power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Master Power 163% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +14 (+5 eff.) Resists +5% arcane Phys.save +3 (+1 eff.) Die.at -40.00 life Silence- +20% Disarm- +49% Confus- +20% Knockbk- +10% Massive two-handed mauls. |
Flamesmash (177% power, 3 apr) Flamesmash (177% power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Master Power 177% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +4 fire On Crit.r2 +8 lightning While equipped: dps ---------- Dmg.mod +9% fire Melee Ret 2 lightning ----- def ----- Resists +12% darkness Massive two-handed mauls. |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd 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 12.61 cold damage and 11.91 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. |
Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 60% Mag, 60% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 22.95 arcane and 22.95 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+8 eff.) ---------- misc Talents +1 Soul Purge 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. |
mighty steel steamgun of acid mighty steel steamgun of acid4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 acid Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +10% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of life draining mighty steel steamgun of life draining4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 draining blight Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of fire steel steamgun of fire4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of steel shots (13/18, 133% power, 2 apr) barbed pouch of steel shots (13/18, 133% power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 18 On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of grasping (24/25, 145% power, 3 apr) pouch of dwarven-steel shots of grasping (24/25, 145% power, 3 apr)3.0 T3 shot ammo [Ego+] Nature Power 146% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 25 On Hit: * 20% chance to create vines that bind the target to the ground dealing 89 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
flaming dwarven-steel shield of winter (0 def, 6 armour, 88 block) flaming dwarven-steel shield of winter (0 def, 6 armour, 88 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- Melee+ 6 fire On shield block: * Deals 76 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 4 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour) rejuvenating cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% fire HP.reg +2.70 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +13 (+7 eff.) A suit of armour made of mail. |
Freezewill (4 def, 8 armour) Freezewill (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +15% cold ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +30% fire +3% nature +12% cold A suit of armour made of mail. |
iron plate armour of clarity (0 def, 7 armour) iron plate armour of clarity (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Psionic While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +5% mind Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
Unrurek the Tundraoblivion (1 def, 6 armour) Unrurek the Tundraoblivion (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Mag dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% cold Res.pen +10% cold ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick kruk cloak of Iron Throne (0 def, 5 armour) thick kruk cloak of Iron Throne (0 def, 5 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +5 Resists +10% cold A stylish kruk-style cloak, to look awesome. |
Betenne the Galeslice (0 def, 3 armour) Betenne the Galeslice (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +12% lightning Res.pen +5% lightning +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Resists +6% acid +9% mind Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 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. |
Salulaith the Taintobsidian (0 def, 3 armour) Salulaith the Taintobsidian (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +3 Fatigue +2% Resists +6% nature +5% arcane Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder rough leather gloves (0 def, 1 armour) cinder rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire 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. |
temporal dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) temporal dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 temporal Ranged+ 8 temporal Dmg.mod +6% arcane +5% temporal ----- def ----- Armour +2 Fatigue +3% Resists +6% temporal 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. |
miner's hardened leather cap of strength (+4) (0 def, 4 armour) miner's hardened leather cap of strength (+4) (0 def, 4 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
grounding dwarven-steel helm of the depths (0 def, 4 armour) grounding dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +8% temporal +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd 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 136.49 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 136.49 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. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Charlady (dig speed 30 turns) Charlady (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +8 Str dps ---------- Melee Ret 6 darkness 10 fire ----- def ----- Fatigue -6% Resists +9% fire Crit.chn- 10.00% ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of psionic shield [power 25] (25 cooldown) iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Charuikan the Cloudwedge [power 285] (25 cooldown) Charuikan the Cloudwedge [power 285] (25 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +1 Str +4 Mag +3 Cun dps ---------- Res.pen +10% acid ----- def ----- Resists +3% lightning Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 646 Base Damage: 312 Armor: 25 All Resist: 36 Puts all charms on 25 cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew wand of shielding 'Gama' [power 260] (20 cooldown) yew wand of shielding 'Gama' [power 260] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Dex +3 Wil ----- def ----- Crit.chn- 10.00% Cut- +20% Pinning- +10% Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 51. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Gore the Higher Doombringer level 15
35th Pyre 123rd year of Ascendancy at 06:57 see stats
By Gore the Higher Doombringer level 16
46th Pyre 123rd year of Ascendancy at 01:08 see stats
By Gore the Higher Doombringer level 6
77th Pyre 122nd year of Ascendancy at 08:08 see stats
By Gore the Higher Doombringer level 10
11st Pyre 123rd year of Ascendancy at 20:52 see stats
By Gore the Higher Doombringer level 9
11st Pyre 123rd year of Ascendancy at 04:20 see stats
By Gore the Higher Doombringer level 9
80th Haze 122nd year of Ascendancy at 10:18 see stats
By Gore the Higher Doombringer level 15
35th Pyre 123rd year of Ascendancy at 13:30 see stats
Log
Rime Wraith from Betoma the vampire hits Gore for (29 abyssal shield), 29 cold (29 total damage).
Gore receives 4 healing from Devouring flames from Gore.
Burning Shock from Gore hits Velymira the lesser vampire for (24 ignored), 0 fire (0 total damage).
Burning from Gore hits Velymira the lesser vampire for 5 fire damage.
Gore receives 4 healing from Devouring flames from Gore.
Velirin the bone giant receives 46 healing.
Gore's spell attains critical power!
Gore hits Velymira the lesser vampire for 50 physical, 15 light, 7 mind, 14 fire (87 total damage).
Gore hits Velirin the bone giant for (10 turned into osmosis), 10 light, (6 turned into osmosis), 6 mind (17 total damage).
Gore shrugs off the effect 'Hoarfrost'!
Skeleton archer receives 24 healing from Rime Wraith from Betoma the vampire.
Islynne the vampire lord receives 24 healing from Rime Wraith from Betoma the vampire.
Velymira the lesser vampire receives 24 healing from Rime Wraith from Betoma the vampire.
Skeleton magus receives 23 healing from Rime Wraith from Betoma the vampire.
Velymira the lesser vampire casts Congeal Time.
Gore hits Velymira the lesser vampire for 17 fire damage.
Velirin the bone giant uses Bone Armour.
A shield forms around Velirin the bone giant.
Gore shrugs off the effect 'Congeal Time'!
Skeleton magus activates Arcane Power.
Burning Shock from Gore hits Skeleton archer for 25 fire damage.
Velirin the bone giant receives 29 healing from Rime Wraith from Betoma the vampire.
Islynne the vampire lord receives 24 healing from Rime Wraith from Betoma the vampire.
Betoma the vampire casts Invoke Darkness.
Gore receives 4 healing from Devouring flames from Gore.
Burning from Gore hits Velymira the lesser vampire for 10 fire damage.
Burning Shock from Gore hits Velymira the lesser vampire for 25 fire damage.
Betoma the vampire hits Gore for (41 abyssal shield), 109 cold (109 total damage).
Gore the level 17 higher doombringer was cooled to death by Betoma the vampire on level 2 of Last Hope Graveyard.