









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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 11 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 4th Mirth 122nd year of Ascendancy at 05:58 / 1 |
Primary Stats
| Strength | 28 (base 28) |
| Dexterity | 19 (base 13) |
| Constitution | 17 (base 17) |
| Magic | 28 (base 23) |
| Willpower | 10 (base 10) |
| Cunning | 11 (base 11) |
Resources
| Life | -89/312 |
| Stamina | 42/130 |
| Vim | 70/148 |
| Healing Factor | 1.062941519274 |
| Regeneration | 3.8983879551939 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 45 |
| Crit Chance | 13% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Fire | +9% |
| Physical | +6% |
| Cold | +15% |
| Nature | +3% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +5% |
| Acid | +15% |
| Mind | +15% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 26.08934837382 (81.151787968034%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 29 |
| Physical Save | 24 |
| Spell Save | 20 |
| Mental Save | 14 |
Defense: Resistances
| Lightning | + 3%( 70%) |
| Fire | + 3%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 35% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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. |
Class Talents
| Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
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 lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 precision. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 | pair of iron boots 'Hailsever' (2 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold Res.pen +5% darkness ----- def ----- Armour +3 Defense +2 (+1 eff.) Fatigue +2% Resists +3% lightning +5% arcane Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 8 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 | 1.0 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 102.52 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 102.52 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. |
| On head | Blackbait (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Phasing +10% Melee Ret 4 darkness 2 blight ----- def ----- Armour +5 Fatigue +5% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+4 eff.) ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+6 eff.) Rings make your fingers look great! |
| On fingers | Myfang the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Spell.crit +2% Spell.pwr +10 (+5 eff.) Res.pen +15% mind Acc +6 (+2 eff.) Melee Ret 2 arcane ----- def ----- Resists +5% arcane Rings make your fingers look great! |
| Around waist | Ivytha the Pyrejustice1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +9% fire Res.pen +15% nature Melee Ret 2 fire ----- def ----- Defense +9 (+4 eff.) Resists +3% fire Stealth +6 A belt that goes around your waist. |
| Main armor | Olyldil (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Res.pen +15% acid On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Fatigue +22% Resists +15% cold Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of metal plates. |
| Cloak | Toxincutter (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% physical Res.pen +5% light +5% nature ----- def ----- Defense +7 (+3 eff.) 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. |
| In main hand | balanced steel greatmaul of daylight (26-39 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 light Against +13% Undead While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +35% Massive two-handed mauls. |
Inventory
Vorimiwyn the Brightstun0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +2 ----- def ----- Resists +6% light Spell.save +9 (+5 eff.) ---------- misc Light +2 Rings make your fingers look great! |
hateful iron greatmaul (18-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Psionic Power 17.5 - 26.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 darkness Against +12% Living Massive two-handed mauls. |
Camukath the iron greatsword (22-34 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 21.5 - 34.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Die.at -20.00 life Disarm- +34% Massive two-handed swords. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 12 [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 153.87 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
iron waraxe 'Gytira' (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature +4 mind On Hit.r1 +8 mind While equipped: Stats +2 Cun +1 Mag ----- def ----- Resists +6% mind ---------- misc See.Invis +3 One-handed war axes. |
blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +9 (+4 eff.) Spell.save +5 (+3 eff.) Stealth +5 ---------- misc Size +1 A belt that goes around your waist. |
grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+3 eff.) ----- def ----- Resists +6% lightning +5% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Startorrent the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Wil +3 Con dps ---------- Res.pen +5% light +10% acid ----- def ----- Defense +7 (+3 eff.) Crit.chn- 5.00% Phys.save +5 (+3 eff.) ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- 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. |
Uregas (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +1 Defense +10 (+5 eff.) Resists +5% arcane +3% lightning Phys.save +10 (+5 eff.) Mind.save +10 (+8 eff.) Die.at -20.00 life Teleport- +10% A pair of boots made of leather. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Kheledunadas' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +10 (+3 eff.) Dmg.mod +3% mind ----- def ----- Armour +5 Fatigue +2% ---------- misc Hate/m.crit +4.00 Max.stam +10.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 27.32 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Earotar the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 12 ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Max.vim +10.00 A cap made of leather. |
Natureterror the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Wil +2 Con dps ---------- Phys.pwr +4 (+1 eff.) S.pwr/crit +6 Res.pen +5% darkness +20% nature ----- def ----- Armour +3 Fatigue +5% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable iron mail armour of acid resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
searing iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 10 acid 9 fire Melee Ret 9 acid 9 fire ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +12% acid +10% fire A suit of armour made of mail. |
141 alchemist agate0.0 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. |
Freezepyre (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- S.pwr/crit +2 Res.pen +10% cold Apr +5 Melee Ret 2 light 2 cold ---------- misc Vim/s.crit +1.00 Max.vim +40.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Salewen the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight Res.pen +5% blight Melee Ret 12 fire ----- def ----- Resists +6% blight +6% fire +3% temporal ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
extending iron torque of mindblast [power 110] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
ametrine0.0 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. |
2 citrine0.0 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. |
zircon0.0 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
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Bral the Cornac Doombringer level 6
76th Pyre 122nd year of Ascendancy at 12:31 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Bral the Cornac Doombringer level 10
3rd Mirth 122nd year of Ascendancy at 03:39 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Bral the Cornac Doombringer level 9
79th Pyre 122nd year of Ascendancy at 23:09 see stats
Log
Bral hits Bill the Stone Troll for 60 physical, 11 light, 9 fire (80 total damage).
Bill the Stone Troll has finished recovering.
Burning from Bral hits Bill the Stone Troll for 13 fire damage.
Bill the Stone Troll activates his tree trunk!
Bill the Stone Troll misses Bral.
You pickup 0.70 gold pieces.
There is an item here: cleansing elm wand of lightning storm [power 122] (15 cooldown)
Talent Mass Hysteria is ready to use.
Burning from Bral hits Bill the Stone Troll for 13 fire damage.
Bral is confused and fails to use Attack.
Burning from Bral hits Bill the Stone Troll for 13 fire damage.
Melee retaliation hits Bill the Stone Troll for 2 blight, 2 fire, 4 darkness, 2 arcane (10 total damage).
Bill the Stone Troll hits Bral for 75 physical damage.
Bral casts Mass Hysteria.
Bral's surge ends.
Bill the Stone Troll stops burning.
Melee retaliation hits Bill the Stone Troll for 2 blight, 2 fire, 4 darkness, 2 arcane (9 total damage).
Bill the Stone Troll hits Bral for 90 physical damage.
Talent Fiery Torment is ready to use.
Bral is confused and fails to use Fiery Torment.
Talent Draining Assault is ready to use.
Bill the Stone Troll uses Knockback.
Melee retaliation hits Bill the Stone Troll for 2 blight, 2 fire, 4 darkness, 2 arcane (9 total damage).
Bill the Stone Troll hits Bral for 138 physical damage.
Bral the level 11 cornac doombringer was dissected to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.

















































































