











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 | Nightmare Adventure |
| Sex | Male |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 18 / 14% |
| Size | big |
| Lifes / Deaths | Killed by Velumina the large white snake at level 13 on the 10th Mirth 122nd year of Ascendancy at 08:30 0 / 6Killed by gwelgoroth at level 14 on the 2nd Summertide 122nd year of Ascendancy at 16:33 Killed by naga myrmidon at level 17 on the 2nd Dusk 122nd year of Ascendancy at 14:42 Killed by naga myrmidon at level 17 on the 2nd Dusk 122nd year of Ascendancy at 14:57 Killed by blade horror at level 17 on the 3rd Dusk 122nd year of Ascendancy at 10:06 Killed by Weirdling Beast at level 18 on the 4th Dusk 122nd year of Ascendancy at 05:11 |
Primary Stats
| Strength | 50 (base 33) |
| Dexterity | 30 (base 17) |
| Constitution | 30 (base 22) |
| Magic | 45 (base 30) |
| Willpower | 18 (base 10) |
| Cunning | 11 (base 11) |
Resources
| Life | -225/595 |
| Stamina | 246/246 |
| Vim | 96/185 |
| Healing Factor | 1.4092147729953 |
| Regeneration | 17.280090804366 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 8 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 36 |
| Crit Chance | 21% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Nature | +8% |
| Blight | +9% |
| Physical | +8% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 21 (38.594633868923%) |
| Defense | 40 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 22 |
| Mental Save | 10 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 8%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Temporal | + 3%( 70%) |
| Lightning | + 6%( 70%) |
| Mind | + 3%( 70%) |
| Fire | 0%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
| Bleed Resistance | 10% |
| Confusion Resistance | 31% |
| Knockback Resistance | 99% |
| Pinning Resistance | 29% |
| Poison Resistance | 10% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 132 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.50 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 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 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed black mamba head. * You've found the needed honey tree root. | active |
Equipment
| On feet | Siluba the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 10% chance to reduce armor by 33% Changes resistances: +6% lightning / +3% cold Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Spell save: +3 (+2 eff.) Knockback immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Branodrakor the quiver of ash arrows (19/19, 22-31 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 76 damage Damage (Ranged): +12 temporal / +4 mind / +8 cold / +9 nature Damage (radius 2) on crit: +12 mind Arrows are used with bows to pierce your foes to death. |
| Light source | BleakmonsterCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% darkness Changes resistances penetration: +20% darkness / +15% physical Changes damage: +6% darkness Blindness immunity: +21% Confusion immunity: +11% Stamina each turn: +3.00 Light radius: +7 See stealth: +8 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 8 turns. The radius will increase with your Cunning. 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 | Dairadig the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances: +3% cold Changes damage: +9% blight Critical mult.: +5.00% Physical save: +11 (+4 eff.) Confusion immunity: +20% Vim when firing critical spell: +1.00 A cap made of leather. |
| Tool | Iseriawyn (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +7 Str / +2 Dex Changes resistances: +3% mind Light radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | HazebraidCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% acid / +3% temporal Changes damage: +6% cold Poison immunity: +10% Cut immunity: +10% Disarm immunity: +28% Pinning immunity: +29% Knockback immunity: +29% Only die when reaching: -80.00 life Maximum life: +29.00 Rings make your fingers look great! |
| On fingers | Ring of GrowthInfused 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 (+3 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 | hardened leather belt 'Ce'Nath'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes resistances: +8% blight Critical mult.: +7.00% Physical save: +8 (+3 eff.) Disease immunity: +15% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. It was changed by the digestive sack. |
| In main hand | dwarven-steel greatmaul 'Elenokalthokor' (52-77 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 51.5 - 77.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 40% Changes stats: +3 Dex / +4 Mag Changes resistances: +6% acid Massive two-handed mauls. |
| On hands | Elenatir the rough leather gloves (20 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +5 Defense: +20 (+6 eff.) Changes stats: +2 Dex Only die when reaching: -40.00 life Maximum stamina: +30.00 Healing mod.: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | Willowterror (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 40% Damage when hit (Melee): 6 fire / 4 mind / 2 nature Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Balaziladig the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +5 Dex / +3 Wil / +4 Con Changes resistances: +7% physical Reduces incoming crit damage: 10.00% Stamina each turn: +0.50 Amulets make your neck look great! |
Inventory
Haleyon the FrozenvortexInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Defense: +30 (+10 eff.) Changes stats: +2 Str Changes resistances: +6% cold Life regen: +1.50 Healing mod.: +15% A belt that goes around your waist. |
Silythra the dwarven-steel mail armour (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Damage (Melee): 11 acid / 10 fire Damage when hit (Melee): 9 acid / 12 fire Changes resistances: +16% acid / +26% fire / +19% lightning Spell save: +9 (+5 eff.) Maximum life: +40.00 Spellpower: +10 (+3 eff.) A suit of armour made of mail. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By karl franz the Higher Doombringer level 6
76th Pyre 122nd year of Ascendancy at 18:37 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By karl franz the Higher Doombringer level 10
1st Mirth 122nd year of Ascendancy at 22:20 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By karl franz the Higher Doombringer level 14
2nd Summertide 122nd year of Ascendancy at 15:42 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By karl franz the Higher Doombringer level 16
1st Dusk 122nd year of Ascendancy at 05:46 see stats
Log
Melee retaliation hits karl franz for 8 darkness damage.
karl franz hits Weirdling Beast for (88 absorbed), 0 physical, (8 absorbed), 0 fire (0 total damage).
Burning from Karl franz hits Weirdling Beast for (18 absorbed), 0 fire (0 total damage).
karl franz receives 2 healing from Devouring flames from Karl franz.
Acid Splash from Weirdling Beast hits karl franz for 14 acid damage.
Weirdling Beast casts Corrupted Negation.
Karl franz deactivates Flame of Urh'Rok.
Karl franz feels pain again.
Karl franz is free from the acid.
Weirdling Beast hits karl franz for 123 blight damage.
Weirdling Beast feels pain again.
Burning from Karl franz hits Weirdling Beast for (18 absorbed), 0 fire (0 total damage).
karl franz receives 2 healing from Devouring flames from Karl franz.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits karl franz for 241 mind damage.
Weirdling Beast shrugs off the effect 'Armor Corroded'!
Karl franz is covered in acid!
Melee retaliation hits karl franz for 15 darkness damage.
karl franz hits Weirdling Beast for (116 absorbed), 0 physical, (14 absorbed), 0 fire (0 total damage).
Burning from Karl franz hits Weirdling Beast for (24 absorbed), 0 fire (0 total damage).
karl franz receives 2 healing from Devouring flames from Karl franz.
Talent Abyssal Shield is ready to use.
Talent Vitality is ready to use.
Acid Splash from Weirdling Beast hits karl franz for 22 acid damage.
Weirdling Beast uses Telekinetic Blast.
Karl franz resists the punch!
Weirdling Beast hits karl franz for 128 physical damage.
karl franz the level 18 higher doombringer was punctured to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.



















































































