










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Cultist of Entropy |
| Level / Exp | 22 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 76th Pyre 122nd year of Ascendancy at 02:07 0 / 6Killed by Elolaith the giant black ant at level 17 on the 67th Dusk 122nd year of Ascendancy at 02:31 Killed by worm that walks at level 21 on the 2nd Haze 122nd year of Ascendancy at 09:39 Killed by Aeravea the Guardian at level 22 on the 52nd Haze 122nd year of Ascendancy at 01:14 Killed by Aeravea the Guardian at level 22 on the 52nd Haze 122nd year of Ascendancy at 02:14 Killed by Gluth the blade horror at level 22 on the 52nd Haze 122nd year of Ascendancy at 03:06 |
Primary Stats
| Strength | 21 (base 16) |
| Dexterity | 29 (base 10) |
| Constitution | 54 (base 37) |
| Magic | 56 (base 51) |
| Willpower | 17 (base 10) |
| Cunning | 31 (base 14) |
Resources
| Life | -76/523 |
| Insanity | 99/100 |
| Healing Factor | 1.2946428571429 |
| Regeneration | 8.0915178571433 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | +25% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 36.878701826468 |
| See Invisible | 29.878701826468 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 35 |
| Crit Chance | 17% |
| APR | 23 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 34% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 17% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Acid | +29% |
| Temporal | +33% |
| Darkness | +33% |
| Mind | +12% |
| Cold | +19% |
| All | +6% |
Offense: Damage Penetration
| Darkness | +38% |
| Acid | +10% |
| Cold | +8% |
| Temporal | +38% |
Defense: Base
| Armour (hardiness) | 47.936086829205 (35%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 3 |
| Physical Save | 43 |
| Spell Save | 38 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 61%( 70%) |
| Blight | + 48%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 27%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 21%( 70%) |
| Temporal | + 51%( 70%) |
| Lightning | + 16%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 380 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 244 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (142% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Madness | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Nether | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| detrimental effect | The target is wasting away from entropic forces, taking 5.99 damage per turn. Entropic Wasting |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| beneficial effect | Increases spell critical chance by 4%. At 5 stacks, next Nether spell is empowered. 2 Halo of Ruin |
| detrimental effect | Victim is tormented with impending death. When it dies, it will restore to the source (Aeravea the Guardian) up to 5 times the normal amount of Vim. Bleak Outcome |
| beneficial effect | 2 stacks, +6% to all damage dealt. Chaos Orbs |
| detrimental effect | The target is poisoned, taking 25.45 nature damage per turn. Poison |
| beneficial effect | The target has 10 increased saves and defense, 10% increased critical chance, and 6% chance to avoid all damage. 10 Jinx |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Cunning by +5. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 29. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed length of troll intestine. * You've found the needed warg claw. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Lightningpulverizer the pair of dwarven-steel boots (8 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex ----- def ----- Armour +4 Defense +8 (+3 eff.) Fatigue +3% Resists +3% lightning +6% temporal +9% nature Crit.dmg- 10.00% Pinning- +20% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Eilinathra2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +6 Resists +1% physical Phys.save +9 (+3 eff.) Max.HP +60.00 HP.reg +4.00 Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +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. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 141.07 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | Aerowe the Quenchwyrd0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +23% acid +3% cold Res.pen +10% acid Acc +7 (+4 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Resists +55% acid Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 134% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | gladiator's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +6 Con dps ---------- Phys.pwr +8 (+4 eff.) Melee+ 8 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 15 On Hit (Ranged): * 12% chance to reduce all saves and defense by 15 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around waist | hardened leather belt 'Falelin'1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Apr +5 ----- def ----- Armour +13 Defense +10 (+4 eff.) Phys.save +14 (+5 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.stam +20.00 A belt that goes around your waist. |
| In main hand | Penitence (15-18 power, 4 apr, temporal element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +40% blight +30% temporal Affinity +20% temporal Spell.save +15 (+5 eff.) Disease- +50% ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Xeruvea the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun +2 Str dps ---------- On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 5.00% Max.HP +30.00 ---------- misc See.Invis +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 | Malymakan0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +4 Cun +8 Con dps ---------- Mov.spd +10% Acc +20 (+8 eff.) ----- def ----- Fatigue -5% Resists +7% physical Die.at -40.00 life HP.reg +2.00 ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
Inventory
movement infusion (speed 434%; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 434% 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. 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 warrior (heal 256; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 256 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical; dur 4; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
warrior's copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
mule's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -4% Resists +22% cold ---------- misc Max.enc +21 Rings can have magical properties. |
dwarven-steel battleaxe of erosion (33-49.5 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Nature Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +17 nature Massive two-handed battleaxes. |
Ararewyn the Breezestriker (41.5-62.25 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Arcane Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 blight On Hit.r1 +8 nature +12 blight On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 While equipped: dps ---------- Res.pen +20% nature ----- def ----- Resists +9% nature +5% arcane Massive two-handed mauls. |
dwarven-steel greatmaul (42.5-63.75 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatsword (33.5-53.6 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Normal] Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel longsword of evisceration (22-30.8 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+4 eff.) Sharp, long, and deadly. |
dwarven-steel mace 'Torak' (30-42 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +1 Cun +4 Mag ----- def ----- Resists +6% acid Silence- +20% Disarm- +20% Confus- +20% Blunt and deadly. |
Eilinawen the thorny mindstar (13.5-14.85 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +20 physical While equipped: Stats +2 Str +4 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 9 lightning Dmg.mod +7% lightning Res.pen +9% lightning ----- def ----- Resists +6% lightning +12% mind ---------- misc Max.stam +30.00 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. |
cruel yew starstaff of illumination (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% temporal ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 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 64.97 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.15 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of breaching (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane Res.pen +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashwing1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +6% fire Res.pen +10% fire Melee Ret 10 lightning ----- def ----- Resists +21% acid Spell.save +9 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Shimmerwhisper1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +6% acid Res.pen +5% acid Melee Ret 8 lightning ----- def ----- Resists +6% lightning HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
Singewrack the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +4 (+2 eff.) Dmg.mod +12% fire Res.pen +20% fire ----- def ----- Armour +6 Resists +9% acid Cut- +20% A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blindsin (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 6 acid ----- def ----- Defense +6 (+2 eff.) Resists +6% lightning +3% darkness Phys.save +6 (+2 eff.) ---------- misc Light +1 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 Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duvyharadetar the Duathelire (0 def, 3 armour)3.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Dex +4 Mag +5 Wil +3 Cun dps ---------- Dmg.mod +6% darkness Res.pen +20% darkness ----- def ----- Armour +3 Fatigue +2% Crit.dmg- 5.00% Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Xerowe' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +3% acid +3% fire +12% nature Spell.save +6 (+2 eff.) ---------- misc Infravis +1 A pair of boots made of leather. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% arcane ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +0.60 Max.stam +19.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
leafwalker's hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% nature Phys.save +9 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +7 (+3 eff.) Max.HP +45.00 Heal.mod +14% Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
linen wizard hat 'Geteran' (1 def, 4 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +18% darkness +1% physical Phys.save +6 (+2 eff.) Poison- +20% A pointy cloth hat, very wizardly... |
icy dwarven-steel shield (0 def, 6 armour, 78.5 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 13 cold Melee Ret 6 ice ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Scorchstreak (19/19, 34-47.6 power, 10 apr)3.0 T3 arrow ammo [Rare] Arcane Power 34.0 - 47.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Ranged+ +20 acid +15 temporal +4 fire On Hit.r1 +8 arcane On Crit.r2 +8 fire On Hit: * 12% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 33% Arrows are used with bows to pierce your foes to death. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
60 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Doursting the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +7% fire +5% mind +12% darkness Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Resists +15% acid Mind.save +8 (+4 eff.) ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gymina the Woeblast (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +10 Mag +2 Wil +2 Con dps ---------- Phasing +30% Melee Ret 4 darkness ---------- misc Mana/s.crit +2.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
quick dwarven-steel torque of gale force [power 105] (11 cooldown)2.0 T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 111 damage Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
Tempestmortal [power 144] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +3% Dmg.mod +6% lightning +6% mind ----- def ----- Resists +9% blight ---------- misc Psi/ret +0.12 Heal yourself and all friendly characters within 10 spaces for 144 Puts all charms on 15 cooldown 100% to reduce fatigue by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Hadrian II the Shalore Cultist of Entropy level 18
74th Dusk 122nd year of Ascendancy at 12:20 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Hadrian II the Shalore Cultist of Entropy level 15
49th Dusk 122nd year of Ascendancy at 02:01 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Hadrian II the Shalore Cultist of Entropy level 19
79th Dusk 122nd year of Ascendancy at 18:59 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hadrian II the Shalore Cultist of Entropy level 21
3rd Haze 122nd year of Ascendancy at 04:52 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Hadrian II the Shalore Cultist of Entropy level 10
3rd Mirth 122nd year of Ascendancy at 20:01 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Hadrian II the Shalore Cultist of Entropy level 20
1st Time of Equilibrium 122nd year of Ascendancy at 04:42 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Hadrian II the Shalore Cultist of Entropy level 15
16th Dusk 122nd year of Ascendancy at 00:42 see stats
Take you with me (Nightmare (Adventure) difficulty)
Killed a boss while already dead.By Hadrian II the Shalore Cultist of Entropy level 6
76th Pyre 122nd year of Ascendancy at 02:07 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Hadrian II the Shalore Cultist of Entropy level 21
17th Haze 122nd year of Ascendancy at 00:23 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Hadrian II the Shalore Cultist of Entropy level 8
79th Pyre 122nd year of Ascendancy at 04:39 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Hadrian II the Shalore Cultist of Entropy level 21
17th Haze 122nd year of Ascendancy at 00:43 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hadrian II the Shalore Cultist of Entropy level 22
24th Haze 122nd year of Ascendancy at 22:48 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Hadrian II the Shalore Cultist of Entropy level 13
4th Flare 122nd year of Ascendancy at 07:08 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Hadrian II the Shalore Cultist of Entropy level 22
24th Haze 122nd year of Ascendancy at 12:53 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Hadrian II the Shalore Cultist of Entropy level 17
59th Dusk 122nd year of Ascendancy at 12:59 see stats
Log
Aeravea the Guardian hits Luminous horror for 0 fire, 12 healing, 15 physical (15 total damage) [13 healing].
Aeravea the Guardian hits Luminous horror for 0 fire, 12 healing, 15 physical (15 total damage) [13 healing].
Luminous horror misses Hadrian II.
Luminous horror casts Healing Light.
Luminous horror receives 187 healing.
Gluth the blade horror misses Hadrian II.
Gluth the blade horror performs a melee critical strike against Hadrian II!
Hadrian II's void star absorbs the damage from Gluth the blade horror, converting it into entropy!
Hadrian II is crippled.
Aeravea the Guardian bites poison into Hadrian II.
Hadrian II is poisoned!
Sanity Warp hits Luminous horror for 28 darkness damage.
Sanity Warp hits Aeravea the Guardian for (22 turned into osmosis), 22 darkness (23 total damage).
Melee retaliation hits Aeravea the Guardian for (7 turned into osmosis), 7 cold (7 total damage).
Melee retaliation hits Gluth the blade horror for 9 cold damage.
Gluth the blade horror hits Hadrian II for (13 to entropy), 58 physical, 39 acid (97 total damage).
Gluth the blade horror hits Hallucination for 46 acid damage.
Aeravea the Guardian hits Hadrian II for 19 nature damage.
Gluth the blade horror killed Hallucination!
Hadrian II loses 5 health to the entropy.
Dark Whispers from Hadrian II hits Luminous horror for 38 darkness damage.
Nihil from Hadrian II hits Luminous horror for 7 temporal damage.
Dark Whispers from Hadrian II hits Gluth the blade horror for 32 darkness damage.
Nihil from Hadrian II hits Gluth the blade horror for (3 to psi shield), 4 temporal (5 total damage).
Nihil from Hadrian II hits Luminous horror for 8 temporal damage.
Dark Whispers from Hadrian II hits Luminous horror for 37 darkness damage.
Dark Whispers from Hadrian II hits Aeravea the Guardian for (35 turned into osmosis), 38 darkness (39 total damage).
Poison from Aeravea the Guardian hits Hadrian II for 19 nature damage.
Aeravea the Guardian receives 56 healing.
Saving game...









































































































