Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Ashes of Urh'Rok 1.2.4Official 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 Adventure |
Sex | Male |
Race | Cornac |
Class | Doombringer |
Level / Exp | 22 / 77% |
Size | medium |
Lifes / Deaths | Killed by mutilator at level 1 on the 74th Pyre 122nd year of Ascendancy at 16:07 0 / 6Killed by Urkis, the High Tempest at level 16 on the 21st Haze 122nd year of Ascendancy at 05:50 Killed by Gybeth the devourer at level 19 on the 38th Haze 122nd year of Ascendancy at 06:22 Killed by ultimate teluvorta at level 20 on the 48th Haze 122nd year of Ascendancy at 02:22 Killed by Eminor the war bear at level 22 on the 4th Allure 123rd year of Ascendancy at 15:00 Killed by Eminor the war bear at level 22 on the 4th Allure 123rd year of Ascendancy at 17:12 |
Primary Stats
Strength | 60 (base 51) |
Dexterity | 14 (base 10) |
Constitution | 24 (base 13) |
Magic | 40 (base 38) |
Willpower | 24 (base 11) |
Cunning | 20 (base 12) |
Resources
Life | -17/558 |
Stamina | 178/198 |
Vim | 0/126 |
Healing Factor | 1.5 |
Regeneration | 6.3263204647279 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -40% |
Spell | 0% |
Global | +88.495575221239% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
Offense: Mainhand
Damage | 82 |
Accuracy | 24 |
Crit Chance | 29% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31.666666666667 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 20.333333333333 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 24.19 (73.452380952381%) |
Defense | 17.4 |
Ranged Defense | 17.4 |
Fatigue | 15 |
Physical Save | 40.133333333333 |
Spell Save | 33.05 |
Mental Save | 28.2 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 16% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. |
Class Talents
Corruption / Torture | 1.50 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Fearfire | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Horrifying Blows |
talent | Share the Pain |
talent | Eternal Suffering |
talent | Chant of Fortress |
detrimental effect | Scoured by natural acid, reducing their offensive power ratings by 20%. Scoured |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Reduces global action speed by 13%. Slow |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Flashfist (0 def, 3 armour) Flashfist (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes stats: +3 Cun / +1 Con Changes resistances: +3% light Changes resistances penetration: +5% lightning Changes damage: +6% lightning Physical save: +11 (+4 eff.) Mental save: +16 (+8 eff.) A pair of boots made of leather. |
Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire 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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Aerabrerin [power 61] (20/27 cooldown) Aerabrerin [power 61] (20/27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 61 for 7 turns, putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
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. |
In main hand | Scabpulverizer (52.5-78.75 power, 3 apr) Scabpulverizer (52.5-78.75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 46% chance to disease On weapon crit: * cripple the target Damage (Melee): +35 blight Burst (radius 2) on crit: +8 nature When wielded/worn: Physical crit. chance: +16.0% Changes resistances: +6% nature Changes resistances penetration: +5% acid Disease immunity: +25% Massive two-handed mauls. |
On hands | Skyspike (0 def, 1 armour) Skyspike (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes resistances: +3% lightning / +5% fire Changes damage: +6% lightning / +4% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Beluvea the Heatmoon (2 def, 6 armour) Beluvea the Heatmoon (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Damage (Melee): 12 acid / 11 fire Damage when hit (Melee): 10 acid / 8 fire Changes resistances: +11% acid / +18% fire Changes resistances penetration: +5% temporal / +10% fire A suit of armour made of mail. |
Cloak | cashmere cloak 'Gleamjam' (8 def, 0 armour) cashmere cloak 'Gleamjam' (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+5 eff.) Effects on melee hit: * 40% chance to blind Changes resistances: +18% light / +18% fire Stealth bonus: +8 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Sunworm SunwormCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 arcane Changes stats: +4 Dex / +5 Cun / +5 Con Changes resistances: +3% fire Changes damage: +6% blight Life regen: +0.40 Stamina each turn: +0.50 Maximum mana: +60.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
teleportation rune of the titan (range 76) teleportation rune of the titan (range 76)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 76 with a minimum range of 15. Its effects scale with your Constitution 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. |
Growthenvy GrowthenvyPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +16% darkness / +9% temporal / +3% nature / +16% light Changes resistances penetration: +5% temporal Changes damage: +8% blight / +7% fire / +3% nature Critical mult.: +12.00% Physical save: +11 (+4 eff.) Blindness immunity: +28% Life regen: +1.70 Maximum life: +44.00 Spellpower: +5 (+2 eff.) Amulets can have magical properties. |
clarifying steel amulet of constitution (+2) clarifying steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite amulet 'Tublek'stralite amulet 'Tublek' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +6 Con Physical save: +20 (+7 eff.) Only die when reaching: -40.00 life Amulets can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Unroruigund the voratun dagger (38-49.4 power, 9 apr)Unroruigund the voratun dagger (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +10 nature / +12 temporal When wielded/worn: Changes stats: +1 Dex / +2 Mag / +2 Con See invisible: +3 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul 'Islelaith' (68-102 power, 4 apr)voratun greatmaul 'Islelaith' (68-102 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +19% Living When wielded/worn: Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Changes resistances: +3% lightning / +6% acid Disarm immunity: +20% Massive two-handed mauls. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. Yvothra the Curefear (60.5-96.8 power, 4 apr)Yvothra the Curefear (60.5-96.8 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +4 nature When wielded/worn: Physical crit. chance: +19.0% Physical power: +10 (+3 eff.) Changes resistances: +6% nature / +9% fire Changes damage: +3% fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Great Caller (10-11 power, 18 apr, nature damage)Great Caller (10-11 power, 18 apr, nature damage) Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+5 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 16 power out of 16/16) : Effective talent level: 4.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 7 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
This item will automatically be transmogrified when you leave the level. thorny mindstar (8-8.8 power, 24 apr, nature damage)thorny mindstar (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Goremaster the dragonbone magestaff (30-36 power, 6 apr, physical damage)Goremaster the dragonbone magestaff (30-36 power, 6 apr, physical damage) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +14 (+8 eff.) Effects on melee hit: * 20 arcane resource burn * 16% chance to blind Damage when hit (Melee): 12 nature Changes resistances: +6% temporal Changes damage: +30% arcane Talent granted: +1 Command Staff Spell save: +13 (+6 eff.) Spellpower: +15 (+6 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 65.99 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Aerowe (31-43.4 power, 9 apr)Aerowe (31-43.4 power, 9 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 15 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +4 physical Burst (radius 1) on hit: +8 mind When wielded/worn: Armour penetration: +2 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Dazzleprophet the voratun waraxe (39.5-55.3 power, 6 apr)Dazzleprophet the voratun waraxe (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +26 mind When wielded/worn: Changes damage: +9% light Mental save: +3 (+2 eff.) Maximum hate: +4.00 Mindpower: +4 (+2 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Glorylralaith the voratun waraxe (40.5-56.7 power, 6 apr)Glorylralaith the voratun waraxe (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +19 mind When wielded/worn: Changes resistances: +9% nature / +3% cold Spell save: +6 (+3 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
Goretodig the Phlegmtyphoon (2 def, 0 armour) Goretodig the Phlegmtyphoon (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Defense: +2 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Cun / +3 Dex Changes resistances: +12% nature Changes resistances penetration: +5% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con 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. traveler's pair of dwarven-steel boots of uncanny dodging (2 def, 4 armour)traveler's pair of dwarven-steel boots of uncanny dodging (2 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Ranged Defense: +4 (+3 eff.) Fatigue: -2% Maximum encumbrance: +31 Physical save: +8 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron mail armour of acid resistance (2 def, 4 armour) iron mail armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 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: +16% acid A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour) iron mail armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 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: +16% fire A suit of armour made of mail. |
Airpulverizer (2 def, 4 armour) Airpulverizer (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze Changes resistances: +16% lightning Changes damage: +3% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Boltfury (10 def, 4 armour)Boltfury (10 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +10 (+6 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +7% Damage (Melee): 7 lightning Damage (Ranged): 7 lightning Changes resistances: +32% lightning / +16% cold Changes resistances penetration: +10% lightning Changes damage: +3% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. miasmic rough leather armour of stability (1 def, 2 armour)miasmic rough leather armour of stability (1 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +7 Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage (Melee): 5 acid Damage (Ranged): 6 acid Changes resistances: +11% acid / +6% physical / +11% nature Physical save: +10 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Torugorn (4 def, 9 armour)Torugorn (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+3 eff.) Fatigue: +22% Changes resistances: +18% fire Critical mult.: +10.00% Psi when hit: +0.12 A suit of armour made of metal plates. |
spiked iron plate armour (3 def, 7 armour) spiked iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical A suit of armour made of metal plates. |
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. |
270 alchemist agate 270 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. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glowmarrow (dig speed 24 turns) Glowmarrow (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +5 Str Changes resistances: +3% temporal / +6% nature / +5% arcane When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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, costing 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), 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. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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 Isoatl, Chosen of Chaos the Cornac Doombringer level 15
39th Dusk 122nd year of Ascendancy at 10:34 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 16
69th Dusk 122nd year of Ascendancy at 00:57 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 18
34th Haze 122nd year of Ascendancy at 12:02 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 19
38th Haze 122nd year of Ascendancy at 11:23 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 17
32nd Haze 122nd year of Ascendancy at 19:44 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 5
79th Pyre 122nd year of Ascendancy at 02:11 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 10
5th Flare 122nd year of Ascendancy at 15:32 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 20
39th Haze 122nd year of Ascendancy at 20:56 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 22
60th Haze 122nd year of Ascendancy at 11:15 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 10
5th Flare 122nd year of Ascendancy at 18:34 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 9
2nd Summertide 122nd year of Ascendancy at 19:21 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 9
1st Flare 122nd year of Ascendancy at 16:16 see stats
By Isoatl, Chosen of Chaos the Cornac Doombringer level 15
40th Dusk 122nd year of Ascendancy at 05:34 see stats
Log
Isoatl, Chosen of Chaos misses Eminor the war bear.
Isoatl, Chosen of Chaos misses Eminor the war bear.
Eminor the war bear uses Switch Place.
Eminor the war bear performs a melee critical strike against Isoatl, Chosen of Chaos!
Isoatl, Chosen of Chaos's power is greatly reduced!
Eminor the war bear tries to evade attacks.
Isoatl, Chosen of Chaos hits Eminor the war bear for (3 resist armour), 0 lightning, (1 resist armour), 0 light, (3 resist armour), 0 acid, (5 resist armour), 0 fire, (2 resist armour), 0 arcane (0 total damage).
Eminor the war bear hits Isoatl, Chosen of Chaos for , , 0 arcane, (slow 13%) (0 total damage).
Isoatl, Chosen of Chaos wanders around!.
Eminor the war bear uses Disarm.
Isoatl, Chosen of Chaos shrugs off the effect 'Disarmed'!
Isoatl, Chosen of Chaos hits Eminor the war bear for (3 resist armour), 0 lightning, (1 resist armour), 0 light, (3 resist armour), 0 acid, (5 resist armour), 0 fire, (2 resist armour), 0 arcane (0 total damage).
Eminor the war bear hits Isoatl, Chosen of Chaos for 52 physical, , , 0 arcane, (slow 13%) (52 total damage).
Isoatl, Chosen of Chaos is confused and fails to use Fiery Aegis.
Eilinariada the black bear uses Take Down.
Eminor the war bear uses Stun.
Isoatl, Chosen of Chaos shrugs off the effect 'Stunned'!
Isoatl, Chosen of Chaos hits Eminor the war bear for (3 resist armour), 0 lightning, (1 resist armour), 0 light, (3 resist armour), 0 acid, (5 resist armour), 0 fire, (2 resist armour), 0 arcane (0 total damage).
Eminor the war bear hits Isoatl, Chosen of Chaos for 40 physical, , , 0 arcane, (slow 13%) (40 total damage).
Giwyn the brown bear uses Stunning Blow.
Isoatl, Chosen of Chaos is dazed!
Isoatl, Chosen of Chaos leeches life from Giwyn the brown bear!
Giwyn the brown bear hits Isoatl, Chosen of Chaos for 192 physical, 8 nature, 7 temporal, 1 healing (207 total damage) [1 healing].
Isoatl, Chosen of Chaos hits Giwyn the brown bear for 3 lightning, 2 light, 3 acid, 5 fire, 3 arcane (16 total damage).
Eminor the war bear raises their leg and snaps it downward in a devastating axe kick.
Eminor the war bear performs a melee critical strike against Isoatl, Chosen of Chaos!
Isoatl, Chosen of Chaos is not dazed anymore.
Eminor the war bear evades Isoatl, Chosen of Chaos.
Saving game...