










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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 27 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Lisithra the copperhead snake at level 8 on the 79th Pyre 122nd year of Ascendancy at 07:45 0 / 7Killed by Bill the Stone Troll at level 11 on the 8th Mirth 122nd year of Ascendancy at 19:27 Killed by Veludheriada the black ooze at level 16 on the 1st Haze 122nd year of Ascendancy at 07:16 Killed by ultimate gwelgoroth at level 16 on the 9th Haze 122nd year of Ascendancy at 14:59 Killed by gwelgoroth at level 16 on the 9th Haze 122nd year of Ascendancy at 15:14 Killed by elven corruptor at level 25 on the 16th Regrowth 123rd year of Ascendancy at 17:03 Killed by Burb the snow giant champion at level 27 on the 60th Regrowth 123rd year of Ascendancy at 04:10 |
Primary Stats
| Strength | 63 (base 55) |
| Dexterity | 12 (base 11) |
| Constitution | 12 (base 12) |
| Magic | 84 (base 54) |
| Willpower | 21 (base 10) |
| Cunning | 25 (base 11) |
Resources
| Life | -232/710 |
| Stamina | 205/235 |
| Vim | 60/249 |
| Healing Factor | 1.1391526171258 |
| Regeneration | 12.697168747952 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Invisible | 18 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 38 |
| Crit Chance | 32% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Physical | +14% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +12% |
| Fire | +10% |
| Nature | +30% |
| Physical | +5% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 48.723073231957 (96.438666929426%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 33 |
| Physical Save | 23 |
| Spell Save | 34 |
| Mental Save | 25 |
Defense: Resistances
| Blight | + 21%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 7%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 8%( 70%) |
| Physical | + 4%( 70%) |
| Fire | + 27%( 70%) |
| Darkness | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Confusion Resistance | 10% |
| Disarm Resistance | 57% |
| Knockback Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 280 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 33% for 2 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: MovementUse 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 increase movement speed by 641% 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 Cunning stat. |
Class Talents
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 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 |
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 grave | 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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by lava floor. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed ice ant stinger. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed sandworm tooth. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed green worm. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | Betirin the Quenchstar (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Fatigue: +3% Changes stats: +1 Str / +3 Mag Changes resistances penetration: +5% acid / +15% cold Light radius: +3 See invisible: +6 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 15% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal brass lantern of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% blight / +5% darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +3% Light radius: +5 Infravision radius: +3 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 16 blight damage or heals 22 life. Creatures standing in the retch also have 8% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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 | hardened leather cap 'Aroba' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 42% Changes stats: +4 Str / +2 Mag Changes resistances: +3% darkness / +9% temporal Reduces incoming crit damage: 5.00% A cap made of leather. |
| Tool | Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 18/100. The very essence of bearness! |
| On fingers | rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +28% Maximum life: +27.00 Rings make your fingers look great! |
| On fingers | Emelurilethra the gold ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 17 Damage (Melee): 11 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 17 Damage (Ranged): 14 physical Changes stats: +1 Str / +5 Wil / +9 Cun Changes resistances: +10% blight / +2% physical Changes resistances penetration: +5% physical Changes damage: +10% blight / +6% physical Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Mindpower: +5 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
| Around waist | SmolderwilterCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% lightning / +8% fire / +7% cold Changes resistances penetration: +10% fire Changes damage: +6% fire Light radius: +3 Infravision radius: +3 A belt that goes around your waist. |
| In main hand | Galazilafang the Hellsgore (134% power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (radius 2) on crit: +10 acid / +16 nature When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +19 Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Defense: +10 (+5 eff.) Changes stats: +1 Str Changes resistances: +3% fire Changes resistances penetration: +7% acid / +10% nature Critical mult.: +19.00% Disarm immunity: +37% Maximum stamina: +30.00 Massive two-handed mauls. |
| On hands | Eilinimina (20 def, 11 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +11 Defense: +20 (+8 eff.) Fatigue: +5% Damage (Melee): 11 physical Changes stats: +1 Wil Changes resistances: +6% blight / +2% physical / +5% arcane Changes damage: +8% physical Reduces incoming crit damage: 10.00% Spell save: +12 (+6 eff.) When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +12 physical Damage (radius 2) on crit: +9 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dwarven-steel plate armour of Eyal (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Life regen: +2.00 Maximum life: +23.00 Healing mod.: +12% A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Rotwinnow' (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +5 Mag / +2 Wil / +2 Cun Changes resistances: +16% light / +16% fire Changes resistances penetration: +20% nature Stealth bonus: +7 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +17% light / +10% darkness Blindness immunity: +24% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion of the psychic (heal 103; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 103 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 588%; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 588% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
This item will automatically be transmogrified when you leave the level.Stormfront (136% power, 15 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 136% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
This item will automatically be transmogrified when you leave the level.acidic steel battleaxe of daylight (125% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 125% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Damage (Melee): +13 light Damage against: +7% Undead Massive two-handed battleaxes. |
arcing dwarven-steel greatsword of evisceration (142% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 142% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+2 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thought-forged steel mace of enduring (111% power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 111% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 13% chance to reduce all saves and defense by 17 Damage (Melee): +7 mind When wielded/worn: Changes stats: +10 Wil / +2 Cun / +6 Con Maximum life: +33.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.ash magestaff (111% power, 3 apr, cold element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash magestaff of invocation (111% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +13 (+3 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 66.68 to 80.01 lightning damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.arcing steel waraxe of shearing (102% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 102% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +8% all One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dreamer's woollen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +7% blight / +13% darkness / +10% mind / +9% all Physical save: +11 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +23 (+12 eff.) Life regen: +2.40 Maximum life: +47.00 Healing mod.: +12% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.radiant steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +12% blight / +13% darkness Light radius: +1 A suit of armour made of mail. |
Nerorin the Strikeradiance (0 def, 24 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +24 Fatigue: +16% Changes resistances: +6% lightning Changes resistances penetration: +5% temporal Changes damage: +15% lightning Physical save: +7 (+3 eff.) Maximum life: +20.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.swashbuckler's steel shield of lightning resistance (+15%) (0 def, 4 armour, 117% power, 38 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 117% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +4 Fatigue: +8% Changes stats: +3 Str / +1 Dex Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Rimeusher the quiver of ash arrows (14/14, 118% power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 118% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 14 Damage (Ranged): +12 lightning / +20 cold / +8 mind Damage (radius 1) on hit: +12 mind / +20 cold Damage (radius 2) on crit: +8 lightning / +8 mind Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows of accuracy (17/17, 122% power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
102 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Doom the Higher Doombringer level 18
48th Haze 122nd year of Ascendancy at 09:59 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Doom the Higher Doombringer level 16
27th Haze 122nd year of Ascendancy at 14:46 see stats
Earth Master
Killed Harkor'Zun.By Doom the Higher Doombringer level 22
2nd Allure 123rd year of Ascendancy at 18:12 see stats
Exterminator
Killed 1000 creatures.By Doom the Higher Doombringer level 20
57th Haze 122nd year of Ascendancy at 12:38 see stats
Fear me not!
Survived the Fearscape!By Doom the Higher Doombringer level 24
11st Regrowth 123rd year of Ascendancy at 08:39 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Doom the Higher Doombringer level 5
77th Pyre 122nd year of Ascendancy at 17:48 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doom the Higher Doombringer level 26
35th Regrowth 123rd year of Ascendancy at 02:41 see stats
Level 10
Got a character to level 10.By Doom the Higher Doombringer level 10
3rd Mirth 122nd year of Ascendancy at 02:01 see stats
Level 20
Got a character to level 20.By Doom the Higher Doombringer level 20
57th Haze 122nd year of Ascendancy at 03:14 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Doom the Higher Doombringer level 21
60th Haze 122nd year of Ascendancy at 14:31 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Doom the Higher Doombringer level 21
66th Haze 122nd year of Ascendancy at 19:47 see stats
That was close
Killed your target while having only 1 life left.By Doom the Higher Doombringer level 16
9th Haze 122nd year of Ascendancy at 13:15 see stats
The Arena
Unlocked Arena mode.By Doom the Higher Doombringer level 12
9th Mirth 122nd year of Ascendancy at 20:42 see stats
The secret city
Discovered the truth about mages.By Doom the Higher Doombringer level 21
60th Haze 122nd year of Ascendancy at 20:06 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Doom the Higher Doombringer level 22
7th Decay 122nd year of Ascendancy at 01:30 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Doom the Higher Doombringer level 26
51st Regrowth 123rd year of Ascendancy at 02:48 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Doom the Higher Doombringer level 17
48th Haze 122nd year of Ascendancy at 00:55 see stats
Log
Snow giant boulder thrower hurls a huge boulder at Doom!
Doom is knocked back!
Snow giant thunderer hits Doom for (24 abyssal shield), 110 lightning (110 total damage).
Snow giant thunderer hits Snow giant for 129 lightning damage.
Snow giant thunderer hits Burb the snow giant champion for 142 lightning damage.
Snow giant boulder thrower hits Doom for (23 abyssal shield), 162 physical (163 total damage).
Snow giant boulder thrower hits Doom for (23 abyssal shield), 156 physical (157 total damage).
Snow giant boulder thrower hits Burb the snow giant champion for 150 physical damage.
Doom uses Infusion: Regeneration.
Doom starts regenerating health quickly.
Doom loses 58 health to the soulburn.
Doom hits Burb the snow giant champion for 54 fire damage.
Burning Shock from Doom hits Burb the snow giant champion for 27 fire damage.
Burning Shock from Doom hits Snow giant for 27 fire damage.
Hurricane from Urkis, the High Tempest hits Doom for (22 abyssal shield), 43 lightning (43 total damage).
Hurricane from Urkis, the High Tempest hits Burb the snow giant champion for 70 lightning damage.
Hurricane from Urkis, the High Tempest hits Snow giant for 63 lightning damage.
Burb the snow giant champion uses Giant Leap.
Burb the snow giant champion is not stunned anymore.
Burb the snow giant champion misses Doom.
Burb the snow giant champion casts Freeze.
Doom's is no longer blazing.
Burb the snow giant champion begins to fear you.
Burb the snow giant champion is on fire!
Burb the snow giant champion's is surrounded with an all-consuming flame!
Share the Pain hits Burb the snow giant champion for 114 physical, 18 physical (133 total damage).
Doom hits Burb the snow giant champion for 7 fire damage.
Burb the snow giant champion hits Doom for (22 abyssal shield), 155 cold (155 total damage).
Doom the level 27 higher doombringer was frozen and shattered into a million little shards to death by Burb the snow giant champion on level 2 of Tempest Peak.


































































































