Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
| Addons | Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.5.0Official 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Adjustable Levelup 1.4.9Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. |
| Campaign | Maj'Eyal |
| Mode | Madness Exploration |
| Sex | Female |
| Race | Doomelf |
| Class | Doombringer |
| Level / Exp | 54 / 86% |
| Size | big |
| Lifes / Deaths | Killed by Olnin the dolleg at level 34 on the 76th Pyre 122nd year of Ascendancy at 05:08 / 7Killed by wretchling at level 34 on the 76th Pyre 122nd year of Ascendancy at 06:12 Killed by wretchling at level 36 on the 76th Pyre 122nd year of Ascendancy at 07:48 Killed by Olnin the dolleg at level 43 on the 76th Pyre 122nd year of Ascendancy at 09:09 Killed by Dolaand the wretchling at level 54 on the 76th Pyre 122nd year of Ascendancy at 17:55 Killed by Kshsid the quasit at level 54 on the 76th Pyre 122nd year of Ascendancy at 18:04 Killed by Dolait the dúathedlen at level 54 on the 77th Pyre 122nd year of Ascendancy at 06:51 |
Primary Stats
| Strength | 132 (base 76) |
| Dexterity | 76 (base 71) |
| Constitution | 79 (base 76) |
| Magic | 80 (base 76) |
| Willpower | 92 (base 76) |
| Cunning | 71 (base 71) |
Resources
| Life | 1541/1541 |
| Stamina | 464/464 |
| Vim | 377/377 |
| Healing Factor | 1.3 |
| Regeneration | 22.163566286891 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 14 |
| See Stealth | 103.11681401276 |
| See Invisible | 127.11681401276 |
Offense: Mainhand
| Damage | 450 |
| Accuracy | 80 |
| Crit Chance | 52% |
| APR | 4 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.797059050033 (100%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 81 |
| Mental Save | 45 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Class Talents
| Corruption / Wrath | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Shadowflame | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torture | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Fearfire | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Brutality | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 3.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 3.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Horrifying Blows |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
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! | active |
Equipment
| Around neck | Arthurak the Glintstoker Arthurak the GlintstokerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 blight Changes resistances penetration: +10% light Changes damage: +15% blight / +7% physical Light radius: +3 Combat speed: +10% Amulets can have magical properties. |
| Main armor | Greenreign the dwarven-steel plate armour (5 def, 11 armour) Greenreign the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +4 Str / +4 Dex Changes resistances: +6% nature / +22% fire Infravision radius: +2 See invisible: +24 A suit of armour made of metal plates. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | Xith the dwarven-steel helm (0 def, 4 armour) Xith the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +1 Mag / +11 Wil / +2 Con Changes resistances: +20% blight / +10% cold / +9% fire Changes damage: +15% blight Mental save: +19 (+6 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| In main hand | Lighttorrent (83-124.5 power, 4 apr) Lighttorrent (83-124.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 83.0 - 124.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 17% chance to disease Damage (Melee): +28 blight / +37 cold Burst (radius 2) on crit: +8 light When wielded/worn: Damage when hit (Melee): 8 light Changes damage: +6% temporal Disease immunity: +29% Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the sneak (687% speed; 6 turns)movement infusion of the sneak (687% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 687% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion of the wizard (828% speed; 6 turns)movement infusion of the wizard (828% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 828% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 10; dur 19; see horror)vision rune (radius 10; dur 19; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 17) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the wizard (power 18 for 6 turns) invisibility rune of the wizard (power 18 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. gold ring 'Getarab'gold ring 'Getarab' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun / +7 Dex Changes damage: +27% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gold ring of sensinggold ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +32% Infravision radius: +4 See stealth: +8 See invisible: +5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of might (20-24 power, 4 apr, fire element)yew vilestaff of might (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
iron greatsword (16-25.6 power, 1 apr) iron greatsword (16-25.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword 'Wildquarry' (28-44.8 power, 2 apr)steel greatsword 'Wildquarry' (28-44.8 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 28.0 - 44.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 light Burst (radius 1) on hit: +16 nature Damage against: +17% Undead When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +10 Str / +5 Dex / +2 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Acera (33-46.2 power, 4 apr)Acera (33-46.2 power, 4 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 10 power out of 30/30) : Effective talent level: 4.0 Power cost: 10 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 43 acid damage in a 4 radius ball. This damage will increase by 31% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
This item will automatically be transmogrified when you leave the level. Ravenravage the dwarven-steel longsword (23.5-32.9 power, 4 apr)Ravenravage the dwarven-steel longsword (23.5-32.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +13 light Burst (radius 1) on hit: +12 darkness / +28 acid Burst (radius 2) on crit: +12 darkness Damage against: +20% Undead When wielded/worn: Changes resistances: +9% darkness Changes damage: +6% darkness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace 'Kindlerip' (28-39.2 power, 4 apr)dwarven-steel mace 'Kindlerip' (28-39.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +9 Wil Changes resistances: +9% fire Reduces incoming crit damage: 15.00% See invisible: +18 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered dwarven-steel mace (28-39.2 power, 4 apr)slime-covered dwarven-steel mace (28-39.2 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 10% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Sunoblivion (10-14 power, 3 apr)Sunoblivion (10-14 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +13 mind Burst (radius 1) on hit: +12 temporal When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +4 Wil Changes resistances: +15% temporal / +9% fire Changes resistances penetration: +5% temporal Changes damage: +9% fire Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. chilling voratun dagger (39-50.7 power, 9 apr)chilling voratun dagger (39-50.7 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +15 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful voratun dagger of massacre (42-54.6 power, 9 apr)hateful voratun dagger of massacre (42-54.6 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +12% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. ranger's steel steamgunranger's steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamgun of true shotdwarven-steel steamgun of true shot Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. deadly pouch of steel shots of daylight (18/18, 29-34.8 power, 2 apr)deadly pouch of steel shots of daylight (18/18, 29-34.8 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 29.0 - 34.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Damage (Ranged): +9 light Damage against: +14% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Manerig the dwarven-steel shield (8 def, 11 armour, 129.5 block)Manerig the dwarven-steel shield (8 def, 11 armour, 129.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +11 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 blight Changes damage: +9% mind Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Nightlace the dwarven-steel shield (8 def, 10 armour, 84 block)Nightlace the dwarven-steel shield (8 def, 10 armour, 84 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +10 Armour Hardiness: +7% Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 13% chance to daze at end of turn Changes stats: +2 Dex Changes resistances: +12% lightning / +13% physical / +13% mind Changes resistances penetration: +5% nature / +10% darkness Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Titanic (20 def, 18 armour, 320 block)Titanic (20 def, 18 armour, 320 block) Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+10 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
This item will automatically be transmogrified when you leave the level. marauder's cured leather armour of acid resistance (5 def, 4 armour)marauder's cured leather armour of acid resistance (5 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Fatigue: +7% Changes stats: +5 Str / +5 Dex Changes resistances: +19% acid Physical save: +9 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of resilience (5 def, 8 armour)spiked drakeskin leather armour of resilience (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Maximum life: +31.00 A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of the Shaloren (2 def, 0 armour)cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +3 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Mumandur (7 def, 4 armour)Mumandur (7 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +3% Changes resistances: +12% mind / +9% cold / +15% light / +5% arcane Physical save: +6 (+2 eff.) Mental save: +30 (+10 eff.) Only die when reaching: -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. psychic's dwarven-steel gauntlets (0 def, 2 armour)psychic's dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 mind Changes resistances: +7% mind Changes damage: +6% mind Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. grounding drakeskin leather cap of the depths (0 def, 5 armour)grounding drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +11% lightning / +13% temporal / +10% cold Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. grounding dwarven-steel helm (0 def, 4 armour)grounding dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% lightning / +10% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun helm 'Zanulin' (0 def, 18 armour)voratun helm 'Zanulin' (0 def, 18 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +18 Fatigue: +5% Changes stats: +6 Str / +7 Wil / +2 Con Changes resistances: +11% blight / +10% physical / +12% nature / +12% darkness Reduces incoming crit damage: 15.00% Physical save: +22 (+7 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
120 alchemist agate 120 alchemist agate0.00 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. |
This item will automatically be transmogrified when you leave the level. LayinnLayinn Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +9 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 20 mind Changes damage: +9% acid Grants telepathy: Dragon Mental save: +11 (+4 eff.) Light radius: +3 See stealth: +17 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. dwarven lantern 'Velenn'dwarven lantern 'Velenn' Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 acid / 12 blight Changes stats: +3 Cun / +3 Con Changes resistances: +8% blight / +10% cold / +11% darkness / +9% temporal Blindness immunity: +50% Confusion immunity: +18% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +9 Infravision radius: +4 See stealth: +15 See invisible: +31 Defense after a teleport: +12 Resist all after a teleport: +19% New effects duration reduction after a teleport: +23% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 9.3 Power cost: 13 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 62 for 10 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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), costing 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. |
Rod of Recall (6/6) Rod of Recall (6/6)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, costing 65 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. |
Achievements
Hell has no fury like a demon scorned! (Exploration mode)
Escaped the Searing Halls.By dd the Doomelf Doombringer level 28
76th Pyre 122nd year of Ascendancy at 01:58 see stats
Level 10 (Exploration mode)
Got a character to level 10.By dd the Doomelf Doombringer level 10
74th Pyre 122nd year of Ascendancy at 13:01 see stats
Level 20 (Exploration mode)
Got a character to level 20.By dd the Doomelf Doombringer level 20
76th Pyre 122nd year of Ascendancy at 01:54 see stats
Level 30 (Exploration mode)
Got a character to level 30.By dd the Doomelf Doombringer level 30
76th Pyre 122nd year of Ascendancy at 04:00 see stats
Level 40 (Exploration mode)
Got a character to level 40.By dd the Doomelf Doombringer level 40
76th Pyre 122nd year of Ascendancy at 08:26 see stats
Level 50 (Exploration mode)
Got a character to level 50.By dd the Doomelf Doombringer level 50
76th Pyre 122nd year of Ascendancy at 12:16 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By dd the Doomelf Doombringer level 54
76th Pyre 122nd year of Ascendancy at 18:31 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By dd the Doomelf Doombringer level 43
76th Pyre 122nd year of Ascendancy at 10:08 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By dd the Doomelf Doombringer level 28
76th Pyre 122nd year of Ascendancy at 03:49 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By dd the Doomelf Doombringer level 54
76th Pyre 122nd year of Ascendancy at 18:31 see stats
Log
Dd is no longer transformed.
Talent Wraithform is ready to use.
Dolleg's Slime Spit hits dd for 38 nature damage.
Resting starts...
Rested for 2 turns (stop reason: taken damage).
Dolait the dúathedlen's Blood Grasp drains life from dd!
Dolait the dúathedlen's Blood Grasp hits dd for 116 blight damage.
Something receives 58 healing from dd.
dd the level 54 doomelf doombringer was infected to death by Dolait the dúathedlen on level 3 of Anteroom of Agony.
Dd deactivates Abyssal Shield.
Dd deactivates Flame of Urh'Rok.
Dd is no longer out of phase.
Dd deactivates Maw of Urh'rok.
Dd's is no longer blazing.
Dd deactivates Horrifying Blows.
Dd deactivates Share the Pain.
Dd speeds up.
Dd deactivates Corruption of the Doomed.
Dd deactivates Eternal Suffering.
Dd deactivates Precise Strikes.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Dolait the dúathedlen's Blood Grasp killed dd!
Talent Burning Sacrifice is ready to use.
Talent Incinerating Blows is ready to use.
Dd activates Horrifying Blows.
Dd deactivates Horrifying Blows.
