










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 | 30 / 89% |
Size | medium |
Lifes / Deaths | Killed by corrupted white wolf at level 11 on the 21st Dusk 122nd year of Ascendancy at 01:27 0 / 7Killed by snow giant thunderer at level 22 on the 24th Haze 122nd year of Ascendancy at 15:27 Killed by Urkis, the High Tempest at level 22 on the 24th Haze 122nd year of Ascendancy at 18:43 Killed by Grand Corruptor at level 22 on the 39th Haze 122nd year of Ascendancy at 17:40 Killed by corrupted elven cultist at level 29 on the 46th Haze 122nd year of Ascendancy at 20:27 Killed by corrupted corrupted dendritic hemospinner at level 30 on the 70th Haze 122nd year of Ascendancy at 00:24 Killed by corrupted corrupted dendritic hemospinner at level 30 on the 70th Haze 122nd year of Ascendancy at 01:14 |
Primary Stats
Strength | 69 (base 60) |
Dexterity | 21 (base 10) |
Constitution | 12 (base 12) |
Magic | 84 (base 59) |
Willpower | 36 (base 10) |
Cunning | 23 (base 11) |
Resources
Life | -470/737 |
Stamina | 244/252 |
Vim | 127/249 |
Healing Factor | 1.2191526171258 |
Regeneration | 14.808013562036 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 8 |
Offense: Mainhand
Damage | 167 |
Accuracy | 38 |
Crit Chance | 18% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Physical | +18% |
Cold | +6% |
All | 0% |
Darkness | +11% |
Light | +12% |
Lightning | +20% |
Fire | +6% |
Nature | +8% |
Offense: Damage Penetration
Acid | +15% |
Physical | +15% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 33 (30%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 23 |
Physical Save | 49 |
Spell Save | 64 |
Mental Save | 22 |
Defense: Resistances
Physical | + 15%( 78%) |
Acid | + 39%( 83%) |
Nature | + 10%( 73%) |
Lightning | + 3%( 73%) |
Darkness | + 27%( 73%) |
Arcane | + 25%( 73%) |
Fire | + 17%( 73%) |
All | 0%( 73%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 30% |
Teleport Resistance | 10% |
Blind Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -622 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1244 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by multi-hued drake hatchling. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | 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. | 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 has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. 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 xorn fragment. * '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 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.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed pouch of faeros ash. * You've found the needed vial of fire wyrm saliva. You have aided Agrimley the hermit in creating an elixir of focus. 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 black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +3 (+1 eff.) Fatigue: +2% 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 18% chance to evade melee and ranged attacks and 9 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 | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances penetration: +10% lightning Changes damage: +15% lightning Critical mult.: +10.00% Physical save: +6 (+2 eff.) Stamina each turn: +1.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +6 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Dex / +5 Cun Changes resistances: +15% darkness Infravision radius: +4 A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 5 turns) 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 | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 310, based on Magic) for 10 turns Activation costs 20 power out of 12/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | ![]() Requires: - Strength 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 nature Damage (radius 1) on hit: +13 fire Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Main armor | ![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +18 (+6 eff.) Fatigue: +8% Changes stats: +5 Cun / +4 Dex Changes resistances: +19% acid / +17% fire / +12% darkness / +3% lightning Teleport immunity: +10% A suit of armour made of leather. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Changes stats: +4 Mag / +4 Wil Physical save: +8 (+2 eff.) Spell crit. chance: +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 | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Damage (Melee): 13 light / 10 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 17% * 8% chance to blind Changes stats: +4 Wil / +5 Mag Changes resistances cap: +3% all Changes damage: +6% acid / +12% light / +6% fire / +6% cold / +5% lightning / +11% darkness Reduces incoming crit damage: 10.00% Physical save: +20 (+6 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Mindpower: +5 (+3 eff.) Infravision radius: +3 Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() painweaver's stralite ring of darkness (+28%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes resistances: +28% darkness Changes damage: +14% darkness / +6% all Spellpower: +13 (+4 eff.) Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
![]() stralite battleaxe of amnesia (43-64 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed battleaxes. |
![]() stralite battleaxe of erosion (42-64 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.5 - 63.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +14 nature Massive two-handed battleaxes. |
![]() penetrating elven-wood longbow of cold Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +12 cold When wielded/worn: Changes resistances penetration: +20% physical Changes damage: +18% cold Longbows are used to shoot arrows at your foes. |
![]() quick stralite longsword (34-48 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+5 eff.) Changes stats: +4 Dex Combat speed: +10% Sharp, long, and deadly. |
![]() stralite longsword of enduring (33-46 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +8 Con / +5 Wil Maximum life: +38.00 Sharp, long, and deadly. |
![]() blazebringer's stralite mace of projection (39-55 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +37 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +1% Blunt and deadly. |
![]() bloodlich's elven-wood magestaff (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Cun / +4 Con Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% N.Energy each turn: +0.20 Vim when firing critical spell: +4.00 Maximum vim: +35.00 Maximum neg.energy: +21.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() earthen elven-wood starstaff (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +5% Changes damage: +25% darkness Talent granted: +1 Command Staff Physical save: +5 (+1 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-silk robe 'Hazetitan' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +30% physical / +21% cold / +15% all Changes damage: +9% darkness / +30% physical Mental save: +15 (+8 eff.) Mindpower: +25 (+12 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() impenetrable stralite plate armour of the dragon (0 def, 24 armour) Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +24 Fatigue: +22% Changes resistances: +7% acid / +8% physical / +7% cold / +12% lightning / +8% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +27% Knockback immunity: +21% A suit of armour made of metal plates. |
![]() barbed quiver of elven-wood arrows of vileness (20/20, 60-84 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 60.0 - 84.0 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 20 On weapon hit: * 18% chance to reduce strength, dexterity, and constitution by 27 On weapon crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +14 blight Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() stralite torque of psionic shield [power 87] (22/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 87 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() stralite torque of psionic shield [power 93] (22/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 93 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() elven-wood wand of shielding [power 404] (22/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() powerful elven-wood wand of shielding [power 338] (22/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Thalla the Higher Doombringer level 29
49th Haze 122nd year of Ascendancy at 23:02 see stats
By Thalla the Higher Doombringer level 27
46th Haze 122nd year of Ascendancy at 01:25 see stats
By Thalla the Higher Doombringer level 15
50th Dusk 122nd year of Ascendancy at 13:14 see stats
By Thalla the Higher Doombringer level 18
5th Haze 122nd year of Ascendancy at 18:34 see stats
By Thalla the Higher Doombringer level 30
62nd Haze 122nd year of Ascendancy at 10:52 see stats
By Thalla the Higher Doombringer level 5
75th Pyre 122nd year of Ascendancy at 20:54 see stats
By Thalla the Higher Doombringer level 10
19th Dusk 122nd year of Ascendancy at 05:41 see stats
By Thalla the Higher Doombringer level 20
7th Haze 122nd year of Ascendancy at 10:48 see stats
By Thalla the Higher Doombringer level 30
61st Haze 122nd year of Ascendancy at 06:15 see stats
By Thalla the Higher Doombringer level 30
62nd Haze 122nd year of Ascendancy at 09:57 see stats
By Thalla the Higher Doombringer level 21
14th Haze 122nd year of Ascendancy at 16:27 see stats
By Thalla the Higher Doombringer level 29
48th Haze 122nd year of Ascendancy at 03:52 see stats
By Thalla the Higher Doombringer level 28
46th Haze 122nd year of Ascendancy at 11:34 see stats
By Thalla the Higher Doombringer level 12
31st Dusk 122nd year of Ascendancy at 11:19 see stats
By Thalla the Higher Doombringer level 28
46th Haze 122nd year of Ascendancy at 10:59 see stats
By Thalla the Higher Doombringer level 19
6th Haze 122nd year of Ascendancy at 18:15 see stats
By Thalla the Higher Doombringer level 26
45th Haze 122nd year of Ascendancy at 07:21 see stats
Log
Thalla has been set up!
Talent Obliterating Smash is ready to use.
Deadly Poison from Corrupted corrupted dendritic hemospinner hits Thalla for (29 abyssal shield), 29 nature (29 total damage).
Bleeding from Corrupted corrupted dendritic hemospinner hits Thalla for (43 abyssal shield), 43 physical (43 total damage).
Something hits Thalla for damage.
Thalla misses Something.
Something performs a melee critical strike against Thalla!
Thalla's Obliterating Smash is disrupted by her wounds!
Thalla's surge ends.
Talent Detonating Charge is ready to use.
Talent Draining Assault is ready to use.
Talent Burning Sacrifice is ready to use.
Bleeding from Corrupted corrupted dendritic hemospinner hits Thalla for (45 abyssal shield), 103 physical (103 total damage).
Something hits Thalla for (47 abyssal shield), 137 physical, (4 abyssal shield), 4 fire, (9 abyssal shield), 9 acid, (4 abyssal shield), 4 nature, (31 abyssal shield), 31 physical, (4 abyssal shield), 4 fire (190 total damage).
Deadly Poison from Corrupted corrupted dendritic hemospinner hits Thalla for (44 abyssal shield), 72 nature (72 total damage).
Something performs a melee critical strike against Thalla!
Thalla's Detonating Charge is disrupted by her wounds!
Something performs a melee critical strike against Thalla!
Something hits Thalla for (44 abyssal shield), 148 physical, (5 abyssal shield), 5 fire, (7 abyssal shield), 7 acid, (4 abyssal shield), 4 nature, (43 abyssal shield), 63 physical, (4 abyssal shield), 4 fire (231 total damage).
Thalla's weapon stops glowing.
Bleeding from Corrupted corrupted dendritic hemospinner hits Thalla for (42 abyssal shield), 167 physical (167 total damage).
Deadly Poison from Corrupted corrupted dendritic hemospinner hits Thalla for (29 abyssal shield), 29 nature (29 total damage).
Something performs a melee critical strike against Thalla!
Poison bursts out of Thalla's corpse!
Something performs a melee critical strike against Thalla!
Thalla's Fiery Aegis is disrupted by her wounds!
Something hits Thalla for (41 abyssal shield), 141 physical (141 total damage).
Thalla the level 30 higher doombringer was bled to death by corrupted corrupted dendritic hemospinner on level 1 of The Godfeaster.