










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 24 / 68% |
| Size | big |
| Lifes / Deaths | Killed by shadow at level 6 on the 77th Pyre 122nd year of Ascendancy at 08:11 / 9Killed by Gloretta the stone troll at level 11 on the 3rd Summertide 122nd year of Ascendancy at 23:13 Killed by Porudana the vampire at level 15 on the 5th Dusk 122nd year of Ascendancy at 05:30 Killed by Karlach at level 16 on the 5th Dusk 122nd year of Ascendancy at 23:15 Killed by dreaming horror at level 16 on the 7th Dusk 122nd year of Ascendancy at 10:34 Killed by Xutira the snow giant chieftain at level 18 on the 26th Dusk 122nd year of Ascendancy at 23:39 Killed by ultimate teluvorta at level 19 on the 29th Dusk 122nd year of Ascendancy at 14:00 Killed by Karlach at level 20 on the 31st Dusk 122nd year of Ascendancy at 11:08 Killed by onilug at level 22 on the 34th Dusk 122nd year of Ascendancy at 05:53 |
Primary Stats
| Strength | 68 (base 54) |
| Dexterity | 18 (base 10) |
| Constitution | 28 (base 12) |
| Magic | 60 (base 47) |
| Willpower | 21 (base 10) |
| Cunning | 26 (base 11) |
Resources
| Life | 701/701 |
| Mana | 173/173 |
| Stamina | 196/196 |
| Vim | 111/127 |
| Healing Factor | 1.1456298990388 |
| Regeneration | 3.7232971718762 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
| See Stealth | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 40 |
| Crit Chance | 14% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +25% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 68.812421605778 (81.151787968034%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 29 |
| Physical Save | 42 |
| Spell Save | 31 |
| Mental Save | 34 |
Defense: Resistances
| Acid | -4%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 10%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 13%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 26%( 70%) |
| Mind | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 47% |
| Disarm Resistance | 23% |
| Knockback Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 402 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 97 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 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 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Abyssal Shield |
| talent | Horrifying Blows |
| talent | Share the Pain |
| talent | Eternal Suffering |
| talent | Premonition |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+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 Wrathroot. * 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 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. | 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 precision. He has given you some notes on the ingredients: * '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.' * You've found the needed minotaur nose. * You've found the needed skeleton mage skull. | 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 |
Equipment
| On feet | grounding pair of dwarven-steel boots of evasion (4 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +3% Resists +6% lightning +7% temporal Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Kheluhor the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +10% mind Apr +1 ----- def ----- Resists +3% cold +5% arcane +12% temporal Blind- +30% Confus- +13% ---------- misc Light +8 See.Stealth +5 See.Invis +7 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | defender's hardened leather cap of might (5 def, 9 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +2 Str +4 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +9 Defense +5 (+3 eff.) Fatigue +3% Resists +3% all Phys.save +5 (+2 eff.) A cap made of leather. |
| Tool | steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +20% fire Rings make your fingers look great! |
| On fingers | steel ring 'Goruhir'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +7 Cun dps ---------- Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Resists +3% acid +6% mind Mind.save +5 (+3 eff.) Confus- +24% Stun/Frz- +10% Rings make your fingers look great! |
| Around waist | Silaldassra1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +2 Wil +4 Cun +5 Lck dps ---------- Mind.crit +2% Phys.pwr +3 (+1 eff.) Spell.pwr +2 (+1 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Stealth +8 ---------- misc T.Disarm +13 Max.hate +4.00 Infravis +3 Size +1 A belt that goes around your waist. |
| In main hand | acidic dwarven-steel greatsword of massacre (44-70 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 43.5 - 69.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 Massive two-handed swords. |
| On hands | Helltrial the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str +3 Wil +4 Con dps ---------- Dmg.mod +15% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% temporal Disarm- +23% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.20 Technique/Grappling 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 | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | Salubeth (17 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee Ret 8 blight 2 physical ----- def ----- Defense +17 (+9 eff.) Phys.save +13 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Inventory
regeneration infusion of the warrior (heal 308; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; mental, magical; dur 3; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (234.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 234.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 48; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
steady cured leather sling of recursion4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +2.0% Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Darkhue1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +8 Lck dps ---------- Dmg.mod +9% darkness Res.pen +15% darkness Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +7% lightning +10% temporal +10% fire +11% cold Stealth +11 ---------- misc T.Disarm +17 Infravis +4 A belt that goes around your waist. |
Boryregolagen the Gloomquench (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Dex +2 Con dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning +6% cold Spell.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chamugofang the Gleambearer (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% acid +5% light On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Armour +3 Fatigue -3% Resists +6% light Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Aeryravena' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +4 Wil +3 Cun dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +3 Fatigue -6% Phys.save +13 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+5 eff.) ---------- misc Max.enc +27 Mana/turn +0.28 Vim/s.crit +2.00 Spell.cld 10% A pair of boots made of leather. |
spellstreaming dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Wil +2 Con dps ---------- Spell.crit +3% Spell.pwr +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Disarm- +24% ---------- misc Mana/turn +0.18 Masteries +0.20 Technique/Grappling 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. |
Rainprophet (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Con ----- def ----- Armour +4 Fatigue +4% Resists +7% acid +7% fire +11% cold +12% nature +25% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable steel mail armour of stability (2 def, 15 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +15 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +13 (+4 eff.) A suit of armour made of mail. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 146.60 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 146.60 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 171.24 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 241/400 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Exploration mode)
Killed 1000 creatures.By Karlach the Higher Doombringer level 22
8th Haze 122nd year of Ascendancy at 21:40 see stats
Hell has no fury like a demon scorned! (Exploration mode)
Escaped the Searing Halls.By Karlach the Higher Doombringer level 5
76th Pyre 122nd year of Ascendancy at 16:38 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Karlach the Higher Doombringer level 10
3rd Summertide 122nd year of Ascendancy at 09:16 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Karlach the Higher Doombringer level 20
31st Dusk 122nd year of Ascendancy at 10:26 see stats
Once bitten, twice shy (Exploration mode)
Escaped the Anteroom of Agony.By Karlach the Higher Doombringer level 22
34th Dusk 122nd year of Ascendancy at 21:16 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Karlach the Higher Doombringer level 23
9th Haze 122nd year of Ascendancy at 05:37 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Karlach the Higher Doombringer level 6
77th Pyre 122nd year of Ascendancy at 08:10 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Karlach the Higher Doombringer level 12
3rd Flare 122nd year of Ascendancy at 20:45 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Karlach the Higher Doombringer level 18
19th Dusk 122nd year of Ascendancy at 10:13 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Karlach the Higher Doombringer level 18
27th Dusk 122nd year of Ascendancy at 16:31 see stats
Log
You gain 1.52 gold from the transmogrification of flaming steel dagger of massacre (18-23 power, 6 apr).
You gain 7.20 gold from the transmogrification of balanced steel dagger of enduring (12-16 power, 6 apr).
You gain 1.75 gold from the transmogrification of ethereal rune (power 15; resist 14%; move 45%; dur 5; cd 17).
You gain 1.65 gold from the transmogrification of biting gale rune of the sneak (damage 87; dur 4; cd 15).
There is a next level here (press '' or right click to use).
Space around you starts to dissolve...
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 37 turns (stop reason: saving).
There is a Very old halfling ruins here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Karlach deactivates Abyssal Shield.
Karlach activates Abyssal Shield.
Karlach deactivates Horrifying Blows.
Karlach activates Horrifying Blows.
Karlach deactivates Share the Pain.
Karlach activates Share the Pain.
Karlach deactivates Premonition.
Karlach activates Premonition.
Karlach deactivates Eternal Suffering.
Karlach activates Eternal Suffering.





































































































