









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 Exploration |
Sex | Male |
Race | Yeek |
Class | Doombringer |
Level / Exp | 23 / 51% |
Size | small |
Lifes / Deaths | Killed by Salileda the rattlesnake at level 6 on the 77th Pyre 122nd year of Ascendancy at 02:38 / 82Killed by Forest Troll Hedge-Wizard at level 6 on the 77th Pyre 122nd year of Ascendancy at 04:58 Killed by gloomy giant venus flytrap at level 11 on the 6th Mirth 122nd year of Ascendancy at 11:18 Killed by gloomy giant venus flytrap at level 11 on the 6th Mirth 122nd year of Ascendancy at 17:52 Killed by Islera the gloomy giant venus flytrap at level 11 on the 6th Mirth 122nd year of Ascendancy at 18:11 Killed by gloomy giant venus flytrap at level 11 on the 6th Mirth 122nd year of Ascendancy at 19:17 Killed by gloomy giant venus flytrap at level 11 on the 6th Mirth 122nd year of Ascendancy at 23:53 Killed by gloomy giant venus flytrap at level 12 on the 7th Mirth 122nd year of Ascendancy at 05:55 Killed by Ilelell the human at level 12 on the 2nd Summertide 122nd year of Ascendancy at 02:26 Killed by Spellblaze Crystal at level 13 on the 8th Flare 122nd year of Ascendancy at 00:22 Killed by multi-hued crystal at level 14 on the 7th Dusk 122nd year of Ascendancy at 09:05 Killed by The Possessed at level 14 on the 8th Dusk 122nd year of Ascendancy at 03:58 Killed by storm drake hatchling at level 15 on the 10th Dusk 122nd year of Ascendancy at 21:27 Killed by storm drake hatchling at level 15 on the 10th Dusk 122nd year of Ascendancy at 22:40 Killed by storm drake hatchling at level 15 on the 11st Dusk 122nd year of Ascendancy at 01:15 Killed by storm drake hatchling at level 15 on the 11st Dusk 122nd year of Ascendancy at 08:54 Killed by storm drake hatchling at level 15 on the 11st Dusk 122nd year of Ascendancy at 09:52 Killed by storm drake at level 15 on the 11st Dusk 122nd year of Ascendancy at 13:56 Killed by storm drake at level 15 on the 11st Dusk 122nd year of Ascendancy at 14:11 Killed by Eilinyba the storm drake at level 15 on the 11st Dusk 122nd year of Ascendancy at 15:37 Killed by Eilinyba the storm drake at level 15 on the 11st Dusk 122nd year of Ascendancy at 16:26 Killed by storm drake hatchling at level 15 on the 11st Dusk 122nd year of Ascendancy at 18:05 Killed by storm drake hatchling at level 15 on the 11st Dusk 122nd year of Ascendancy at 19:15 Killed by storm drake hatchling at level 15 on the 11st Dusk 122nd year of Ascendancy at 20:30 Killed by storm drake hatchling at level 15 on the 11st Dusk 122nd year of Ascendancy at 21:07 Killed by Zuburetha the storm drake hatchling at level 15 on the 11st Dusk 122nd year of Ascendancy at 23:38 Killed by storm drake hatchling at level 15 on the 12nd Dusk 122nd year of Ascendancy at 00:34 Killed by Elulravea the treant at level 15 on the 12nd Dusk 122nd year of Ascendancy at 14:33 Killed by thought-forged bowman at level 15 on the 12nd Dusk 122nd year of Ascendancy at 14:46 Killed by Elulravea the treant at level 16 on the 12nd Dusk 122nd year of Ascendancy at 16:16 Killed by giant venus flytrap at level 16 on the 13rd Dusk 122nd year of Ascendancy at 18:29 Killed by giant venus flytrap at level 16 on the 14th Dusk 122nd year of Ascendancy at 02:32 Killed by black crystal at level 16 on the 14th Dusk 122nd year of Ascendancy at 16:37 Killed by Islussra the giant carpenter ant at level 16 on the 14th Dusk 122nd year of Ascendancy at 19:40 Killed by Shardskin at level 16 on the 15th Dusk 122nd year of Ascendancy at 00:50 Killed by Esordem the krog at level 17 on the 19th Dusk 122nd year of Ascendancy at 15:28 Killed by mean looking elven guard at level 17 on the 45th Dusk 122nd year of Ascendancy at 22:02 Killed by elven corruptor at level 17 on the 45th Dusk 122nd year of Ascendancy at 23:17 Killed by Ce'Nutha the minotaur at level 18 on the 56th Dusk 122nd year of Ascendancy at 17:45 Killed by Gunsnake at level 18 on the 56th Dusk 122nd year of Ascendancy at 19:00 Killed by umbral horror at level 18 on the 57th Dusk 122nd year of Ascendancy at 08:48 Killed by minotaur at level 18 on the 57th Dusk 122nd year of Ascendancy at 11:23 Killed by minotaur at level 18 on the 57th Dusk 122nd year of Ascendancy at 12:56 Killed by Minotaur of the Labyrinth at level 18 on the 57th Dusk 122nd year of Ascendancy at 13:46 Killed by The Fragmented Essence of Harkor'Zun at level 19 on the 57th Dusk 122nd year of Ascendancy at 15:58 Killed by Isoratha the rogue sapper at level 19 on the 57th Dusk 122nd year of Ascendancy at 21:17 Killed by Croconve the human at level 19 on the 62nd Dusk 122nd year of Ascendancy at 23:23 Killed by poison gas trap at level 19 on the 63rd Dusk 122nd year of Ascendancy at 10:05 Killed by Khrien the shalore at level 19 on the 63rd Dusk 122nd year of Ascendancy at 11:25 Killed by Sandworm Queen at level 20 on the 67th Dusk 122nd year of Ascendancy at 02:25 Killed by gigantic corrosive tunneler at level 20 on the 67th Dusk 122nd year of Ascendancy at 03:24 Killed by Unixaze the dwarf at level 20 on the 70th Dusk 122nd year of Ascendancy at 22:42 Killed by Grado the halfling at level 20 on the 8th Haze 122nd year of Ascendancy at 20:31 Killed by Obantri the halfling at level 20 on the 20th Haze 122nd year of Ascendancy at 07:39 Killed by Akhen the thalore at level 20 on the 20th Haze 122nd year of Ascendancy at 09:39 Killed by skeleton archer at level 20 on the 27th Haze 122nd year of Ascendancy at 20:50 Killed by skeleton warrior at level 20 on the 29th Haze 122nd year of Ascendancy at 00:43 Killed by armoured skeleton warrior at level 21 on the 29th Haze 122nd year of Ascendancy at 01:08 Killed by Voraseba the skeleton warrior at level 21 on the 29th Haze 122nd year of Ascendancy at 01:24 Killed by Voraseba the skeleton warrior at level 21 on the 29th Haze 122nd year of Ascendancy at 01:46 Killed by skeleton warrior at level 21 on the 29th Haze 122nd year of Ascendancy at 09:10 Killed by Iseth the degenerated skeleton archer at level 21 on the 29th Haze 122nd year of Ascendancy at 09:34 Killed by skeleton assassin at level 21 on the 29th Haze 122nd year of Ascendancy at 13:27 Killed by Islykira the skeleton mage at level 21 on the 29th Haze 122nd year of Ascendancy at 17:28 Killed by skeleton mage at level 21 on the 29th Haze 122nd year of Ascendancy at 20:04 Killed by skeleton mage at level 21 on the 30th Haze 122nd year of Ascendancy at 03:42 Killed by skeleton warrior at level 21 on the 30th Haze 122nd year of Ascendancy at 07:42 Killed by skeleton magus at level 21 on the 30th Haze 122nd year of Ascendancy at 16:05 Killed by Eilineta the skeleton master archer at level 21 on the 30th Haze 122nd year of Ascendancy at 17:15 Killed by Dadasri the giant at level 22 on the 39th Haze 122nd year of Ascendancy at 17:59 Killed by Dadasri the giant at level 22 on the 39th Haze 122nd year of Ascendancy at 22:35 Killed by Aerin the shalore at level 22 on the 39th Haze 122nd year of Ascendancy at 23:07 Killed by Dadasri the giant at level 22 on the 39th Haze 122nd year of Ascendancy at 23:59 Killed by Hidaeb the thalore at level 22 on the 61st Haze 122nd year of Ascendancy at 06:27 Killed by Andeli the halfling at level 22 on the 61st Haze 122nd year of Ascendancy at 07:02 Killed by Imaryk at level 22 on the 61st Haze 122nd year of Ascendancy at 17:59 Killed by Islolle the snow giant at level 22 on the 61st Haze 122nd year of Ascendancy at 22:07 Killed by bloated horror at level 22 on the 62nd Haze 122nd year of Ascendancy at 19:43 Killed by snow giant boulder thrower at level 22 on the 63rd Haze 122nd year of Ascendancy at 03:44 Killed by Lisodhelle the snow giant thunderer at level 23 on the 63rd Haze 122nd year of Ascendancy at 18:29 Killed by Rantha the Worm at level 23 on the 63rd Haze 122nd year of Ascendancy at 21:00 Killed by ritch flamespitter at level 23 on the 71st Haze 122nd year of Ascendancy at 12:51 |
Primary Stats
Strength | 55 (base 51) |
Dexterity | 11 (base 10) |
Constitution | 19 (base 12) |
Magic | 61 (base 41) |
Willpower | 23 (base 10) |
Cunning | 19 (base 11) |
Resources
Life | 563/563 |
Stamina | 218/218 |
Vim | 117/221 |
Healing Factor | 1.0791723257555 |
Regeneration | 3.5073100587054 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 103 |
Accuracy | 39 |
Crit Chance | 26% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23.5 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +13% |
Defense: Base
Armour (hardiness) | 31 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 4 |
Physical Save | 31 |
Spell Save | 29 |
Mental Save | 20 |
Defense: Resistances
Cold | + 40%( 70%) |
Nature | + 13%( 70%) |
Light | + 3%( 70%) |
Temporal | + 6%( 70%) |
Blight | + 8%( 70%) |
Physical | + 3%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion 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 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by multi-hued crystal. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | 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 |
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 Minotaur. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Fatigue: -3% Changes resistances: +3% physical / +15% cold / +6% temporal Maximum encumbrance: +24 Physical save: +7 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 11 fire Changes resistances: +6% fire Critical mult.: +10.00% Mental crit. chance: +2% Light radius: +4 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +7 Fatigue: +1% Damage when hit (Melee): 10 nature Changes stats: +2 Str Stamina each turn: +1.00 Infravision radius: +1 A cap made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.06 cold and 10.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% nature / +3% light Maximum life: +33.00 Maximum psi: +40.00 A belt that goes around your waist. |
In main hand | ![]() 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. Base power: 40.0 - 64.0 Uses stat: 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% When this weapon hits: Curse of Vulnerability (20% chance level 3). When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Changes resistances penetration: +13% physical Massive two-handed swords. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Physical power: +4 (+2 eff.) Armour: +6 Fatigue: +3% Changes resistances: +8% blight Spell save: +10 (+5 eff.) Mental save: +6 (+3 eff.) Maximum life: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+7 eff.) Fatigue: +8% Life regen: +2.00 Stamina each turn: +0.90 Maximum life: +23.00 A suit of armour made of leather. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+4 eff.) Changes stats: +2 Mag / +2 Wil Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +3 Mag / +4 Cun / +3 Con Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Inventory
![]() Infused 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... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+3 eff.) Changes stats: +2 Cun Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
![]() Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +12 blinding light When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Dex / +2 Mag / +2 Cun Changes damage: +4% light / +2% all Spell crit. chance: +1% Mental crit. chance: +1% Ametrine: Light It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 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. Base power: 36.5 - 58.4 Uses stat: 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 37 damage On weapon crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +13 (+5 eff.) Massive two-handed swords. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Fatigue: +2% Changes stats: +3 Dex Critical mult.: +5.00% Physical save: +3 (+2 eff.) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 5 lightning Changes stats: +2 Dex Changes resistances: +6% lightning Changes damage: +4% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +5% fire / +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +15% lightning / +11% light / +10% darkness A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +18% lightning Life regen: +2.10 Stamina each turn: +0.50 A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +8 (+5 eff.) Fatigue: +12% Changes stats: +2 Cun Mental save: +10 (+5 eff.) A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Maximum life: +23.00 A suit of armour made of mail. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +17% acid Life regen: +3.20 Stamina each turn: +1.00 A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +3% lightning / +20% cold / +9% nature Mental save: +6 (+3 eff.) Maximum psi: +30.00 A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +10% 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 111% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By Imaryk the Yeek Doombringer level 20
3rd Haze 122nd year of Ascendancy at 19:56 see stats
By Imaryk the Yeek Doombringer level 19
57th Dusk 122nd year of Ascendancy at 17:21 see stats
By Imaryk the Yeek Doombringer level 20
66th Dusk 122nd year of Ascendancy at 22:34 see stats
By Imaryk the Yeek Doombringer level 5
76th Pyre 122nd year of Ascendancy at 07:09 see stats
By Imaryk the Yeek Doombringer level 10
78th Pyre 122nd year of Ascendancy at 14:27 see stats
By Imaryk the Yeek Doombringer level 20
66th Dusk 122nd year of Ascendancy at 20:30 see stats
By Imaryk the Yeek Doombringer level 15
11st Dusk 122nd year of Ascendancy at 08:41 see stats
By Imaryk the Yeek Doombringer level 15
10th Dusk 122nd year of Ascendancy at 21:27 see stats
By Imaryk the Yeek Doombringer level 10
78th Pyre 122nd year of Ascendancy at 14:34 see stats
By Imaryk the Yeek Doombringer level 12
2nd Summertide 122nd year of Ascendancy at 19:29 see stats
By Imaryk the Yeek Doombringer level 22
62nd Haze 122nd year of Ascendancy at 10:45 see stats
By Imaryk the Yeek Doombringer level 19
63rd Dusk 122nd year of Ascendancy at 12:35 see stats