Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/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:
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 | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 12 / 44% |
Size | big |
Lifes / Deaths | Killed by elven cultist at level 6 on the 78th Pyre 122nd year of Ascendancy at 19:25 1 / 4Killed by Polassra the copperhead snake at level 12 on the 13rd Dusk 122nd year of Ascendancy at 20:03 Killed by Veluwyn the skeleton mage at level 12 on the 14th Dusk 122nd year of Ascendancy at 04:13 Killed by Flmehead at level 12 on the 14th Dusk 122nd year of Ascendancy at 04:18 |
Primary Stats
Strength | 32 (base 29) |
Dexterity | 12 (base 10) |
Constitution | 21 (base 13) |
Magic | 36 (base 32) |
Willpower | 12 (base 10) |
Cunning | 15 (base 11) |
Resources
Life | 452/452 |
Stamina | 169/169 |
Vim | 189/189 |
Healing Factor | 1.1948044672221 |
Regeneration | 4.3820015112515 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 54 |
Accuracy | 43 |
Crit Chance | 20% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Light | +6% |
Temporal | +6% |
Nature | +5% |
Cold | +20% |
All | +2% |
Offense: Damage Penetration
Arcane | +15% |
Cold | +5% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 25 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 13 |
Physical Save | 34 |
Spell Save | 23 |
Mental Save | 23 |
Defense: Resistances
Cold | + 40%( 70%) |
Acid | + 19%( 70%) |
Light | + 10%( 70%) |
Temporal | + 24%( 70%) |
Nature | + 14%( 70%) |
Physical | + 5%( 70%) |
Mind | + 10%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 292 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 60 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. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Corruption / Torture | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You 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 |
You failed to protect the lost defiler from death by Aerayaba the giant carpenter ant. Escort: lost defiler (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Ivimira the skeleton mage. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | Sepsisparry the pair of rough leather boots (0 def, 1 armour) Sepsisparry the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 38% Changes resistances: +3% cold Changes damage: +3% nature / +3% cold Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) Maximum life: +42.00 Light radius: +3 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Ivuba the iron helm (0 def, 3 armour) Ivuba the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Physical save: +9 (+5 eff.) Vim when firing critical spell: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Hazeward [power 122] (15 cooldown) Hazeward [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +25 (+9 eff.) Changes resistances: +1% physical Changes resistances penetration: +5% cold Physical save: +9 (+5 eff.) Stamina each turn: +2.00 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | savior's copper ring of tenacity savior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +8 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.66 cold and 8.21 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around waist | Bethyyatha the Strikewoe Bethyyatha the StrikewoeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +10 (+6 eff.) Changes resistances penetration: +5% physical Changes damage: +9% lightning Critical mult.: +5.00% Stealth bonus: +6 A belt that goes around your waist. |
In main hand | Tirakai's Maul (139% power, 6 apr) Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +12 blinding light When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Dex / +2 Cun / +2 Mag Changes damage: +4% light / +2% all Spell crit. chance: +1% Mental crit. chance: +1% Ametrine: Light It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
On hands | Nerykira the Flashclash (0 def, 1 armour) Nerykira the Flashclash (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 temporal Damage (Ranged): 5 temporal Damage when hit (Melee): 2 light Changes resistances: +5% temporal Changes damage: +9% lightning / +4% temporal Mana each turn: +0.12 Maximum vim: +20.00 Spellpower: +5 (+2 eff.) 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 | Velenne the Splendouredge (6 def, 4 armour) Velenne the Splendouredge (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+4 eff.) Fatigue: +7% Changes resistances: +16% acid / +16% temporal / +6% mind / +6% light Changes resistances penetration: +15% arcane Mental save: +11 (+6 eff.) Light radius: +1 A suit of armour made of leather. |
Cloak | Oleldil (1 def, 10 armour) Oleldil (1 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +10 Defense: +1 (+1 eff.) Changes stats: +1 Dex Changes resistances: +10% cold Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (speed 485%; cd 13)movement infusion (speed 485%; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 485% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 210; 16 cd) regeneration infusion of the wizard (heal 210; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. 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 nature talent. |
This item will automatically be transmogrified when you leave the level. mindweaver's copper amuletmindweaver's copper amulet Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil Mental save: +6 (+3 eff.) Confusion immunity: +10% Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
copper ring 'Corruptionresolve' copper ring 'Corruptionresolve'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 light Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +6% nature / +6% darkness Blindness immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +7 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. copper ring of nature (+20%)copper ring of nature (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Quenchbait the iron battleaxe (104% power, 1 apr)Quenchbait the iron battleaxe (104% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 105% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage Damage (Melee): +20 mind Damage (radius 1) on hit: +8 cold When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% cold Maximum hate: +2.00 Mental crit. chance: +2% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thought-forged iron battleaxe (103% power, 1 apr)thought-forged iron battleaxe (103% power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 104% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 13 Damage (Melee): +10 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Glarefury (100% power, 5 apr)Glarefury (100% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +20 light Damage (radius 2) on crit: +4 light When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +3% darkness / +3% temporal Changes damage: +3% light Sharp, short and deadly. |
Salatha the Hailhunger (102% power, 5 apr) Salatha the Hailhunger (102% power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 102% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +8 mind Damage against: +7% Unnatural When wielded/worn: Changes stats: +2 Wil Changes resistances: +9% fire / +3% mind / +3% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Lisoma (117% power, 1 apr)Lisoma (117% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 117% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% light / +3% temporal Spell save: +3 (+2 eff.) Maximum life: +100.00 Healing mod.: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. arcing iron greatsword of massacre (125% power, 1 apr)arcing iron greatsword of massacre (125% power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 126% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage Massive two-handed swords. |
iron greatsword (115% power, 1 apr) iron greatsword (115% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 115% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of dampening (129% power, 2 apr)steel greatsword of dampening (129% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% acid / +12% lightning / +10% cold / +12% fire / +6% all Spell save: +9 (+5 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stormbringer's steel greatsword (130% power, 2 apr)stormbringer's steel greatsword (130% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +7 lightning / +12 cold When wielded/worn: Changes resistances penetration: +16% lightning / +9% cold Movement speed: +31% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Armitorim (102% power, 2 apr)Armitorim (102% power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +7% Living When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +2 Cun Changes resistances: +3% temporal Equilibrium when hit: +0.16 Psi when hit: +0.04 Maximum psi: +50.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword 'Betunor' (102% power, 2 apr)iron longsword 'Betunor' (102% power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +6% Living When wielded/worn: Defense: +10 (+6 eff.) Changes stats: +1 Wil Poison immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Islolenne the ash starstaff (111% power, 3 apr, temporal element)Islolenne the ash starstaff (111% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 18 fire Changes stats: +1 Str Changes resistances: +1% physical Changes damage: +12% physical / +3% mind / +15% temporal Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +6 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +7 (+4 eff.) Spellpower: +14 (+5 eff.) Spell crit. chance: +6% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Burnbloom the rough leather beltBurnbloom the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Damage when hit (Melee): 2 fire Changes resistances penetration: +5% mind / +25% fire Changes damage: +9% light / +3% mind Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Saluma SalumaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal / +3% darkness / +3% fire Light radius: +3 Infravision radius: +3 See invisible: +3 A belt that goes around your waist. |
Sewerborn (1 def, 0 armour) Sewerborn (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 38% Changes resistances: +6% nature Changes damage: +3% light Maximum life: +33.00 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. focusing woollen robe (0 def, 0 armour)focusing woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +9% all Mana each turn: +0.10 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Blastblight (0 def, 3 armour)Blastblight (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 38% Changes resistances: +6% lightning / +6% temporal / +6% darkness / +3% fire / +5% arcane Changes resistances penetration: +20% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kindlepyre (0 def, 1 armour) Kindlepyre (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Damage when hit (Melee): 2 lightning Changes resistances: +3% light Changes resistances penetration: +5% acid Changes damage: +12% acid Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Light radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. linen wizard hat 'Bethetta' (1 def, 0 armour)linen wizard hat 'Bethetta' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 21 Changes stats: +10 Cun / +2 Wil Changes damage: +3% mind Mental save: +12 (+6 eff.) Maximum hate: +2.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. linen wizard hat of frost (+15%) (1 def, 0 armour)linen wizard hat of frost (+15%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% cold Changes damage: +10% cold A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour (2 def, 13 armour)impenetrable steel mail armour (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
rejuvenating iron mail armour of acid resistance (2 def, 4 armour) rejuvenating iron mail armour of acid resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +15% acid Life regen: +2.50 Stamina each turn: +0.50 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rough leather armour of lightning resistance (3 def, 2 armour)rough leather armour of lightning resistance (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +16% lightning A suit of armour made of leather. |
4 agate 4 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cracklewither CracklewitherInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +3% acid / +3% nature Changes damage: +3% lightning Critical mult.: +10.00% Physical save: +5 (+3 eff.) Light radius: +3 Healing mod.: +12% 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. brass lantern of focusbrass lantern of focus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Rod of Recall (1/1) 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 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) 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. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
This item will automatically be transmogrified when you leave the level. supercharged iron torque of mindblast [power 135] (19 cooldown)supercharged iron torque of mindblast [power 135] (19 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 138 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
3 ametrine 3 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. |
2 citrine 2 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. |
3 zircon 3 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
By Flmehead the Ogre Doombringer level 11
8th Flare 122nd year of Ascendancy at 16:03 see stats
By Flmehead the Ogre Doombringer level 6
77th Pyre 122nd year of Ascendancy at 20:48 see stats
By Flmehead the Ogre Doombringer level 10
9th Mirth 122nd year of Ascendancy at 03:44 see stats
By Flmehead the Ogre Doombringer level 11
12nd Dusk 122nd year of Ascendancy at 10:31 see stats
By Flmehead the Ogre Doombringer level 6
3rd Mirth 122nd year of Ascendancy at 19:45 see stats
By Flmehead the Ogre Doombringer level 12
14th Dusk 122nd year of Ascendancy at 04:18 see stats
Log
Veluwyn the skeleton mage hits Flmehead for (115 absorbed), 0 blight, (2 absorbed), 0 acid, (3 absorbed), (2 absorbed), 0 fire, (2 absorbed), 0 cold, (3 absorbed), 0 lightning, (14 absorbed), 20 physical, 4 acid, 8 fire, 3 cold, 4 lightning, 9 fire (47 total damage).
Melee retaliation hits Veluwyn the skeleton mage for (2 turned into osmosis), 2 light, (2 turned into osmosis), 2 light (4 total damage).
Fiery Aegis from Flmehead hits Veluwyn the skeleton mage for (50 turned into osmosis), 50 fire (50 total damage).
Veluwyn the skeleton mage receives 4 healing.
Burning from Flmehead hits Veluwyn the skeleton mage for (22 turned into osmosis), 22 fire (22 total damage).
Deep Wound from Veluwyn the skeleton mage hits Flmehead for 27 physical damage.
Flmehead casts Draining Assault.
Flmehead's spell attains critical power!
Flmehead steals life from Veluwyn the skeleton mage!
Veluwyn the skeleton mage hits Flmehead for 5 healing, 5 healing (0 total damage) [10 healing].
Flmehead hits Veluwyn the skeleton mage for (52 turned into osmosis), 52 light, (5 turned into osmosis), 5 temporal, (5 turned into osmosis), 5 mind, (10 turned into osmosis), 10 fire, (61 turned into osmosis), 61 light, (5 turned into osmosis), 5 temporal, (3 turned into osmosis), 3 mind, (7 turned into osmosis), 7 fire (148 total damage).
Veluwyn the skeleton mage uses Shield Pummel.
Flmehead is stunned!
Veluwyn the skeleton mage hits Flmehead for 40 physical, 4 acid, 8 fire, 3 cold, 4 lightning, 9 fire, 56 physical, 4 acid, 8 fire, 3 cold, 4 lightning, 9 fire (151 total damage).
Melee retaliation hits Veluwyn the skeleton mage for (2 turned into osmosis), 2 light, (2 turned into osmosis), 2 light (4 total damage).
Flmehead the level 12 ogre doombringer was toasted to death by Veluwyn the skeleton mage on level 2 of Ruins of Kor'Pul.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Veluwyn the skeleton mage killed Flmehead!
Saving game...
Talent Darkfire is ready to use.
Talent Dig is ready to use.
Talent Rune: Mirror Image is ready to use.
Talent Rune: Shielding is ready to use.
Talent Fearscape Shift is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!