









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This 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 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official 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 | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Cultist of Entropy |
| Level / Exp | 21 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Aerynor the cutpurse at level 13 on the 40th Haze 122nd year of Ascendancy at 19:13 0 / 6Killed by Weirdling Beast at level 15 on the 45th Haze 122nd year of Ascendancy at 06:33 Killed by Urkis, the High Tempest at level 20 on the 4th Regrowth 123rd year of Ascendancy at 22:10 Killed by Urkis, the High Tempest at level 20 on the 5th Regrowth 123rd year of Ascendancy at 03:09 Killed by Xeruthra the gwelgoroth at level 21 on the 15th Regrowth 123rd year of Ascendancy at 03:07 Killed by Celia at level 21 on the 18th Regrowth 123rd year of Ascendancy at 23:44 |
Primary Stats
| Strength | 8 (base 11) |
| Dexterity | 12 (base 10) |
| Constitution | 29 (base 25) |
| Magic | 45 (base 44) |
| Willpower | 8 (base 10) |
| Cunning | 38 (base 32) |
Resources
| Life | -14/403 |
| Insanity | 17/100 |
| Psi | 98/98 |
| Healing Factor | 1.693216080402 |
| Regeneration | 101.77921859296 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 18 |
| Crit Chance | 31% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 9 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +39% |
| Light | +6% |
| Temporal | +19% |
| Arcane | +5% |
| Acid | +12% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
| Darkness | +28% |
| Acid | +15% |
| Temporal | +28% |
Defense: Base
| Armour (hardiness) | 21.569102280952 (30%) |
| Defense | 30 |
| Ranged Defense | 31 |
| Fatigue | 9 |
| Physical Save | 42 |
| Spell Save | 31 |
| Mental Save | 25 |
Defense: Resistances
| Acid | -5%( 70%) |
| Blight | + 31%( 70%) |
| Physical | -17%( 70%) |
| Cold | + 23%( 70%) |
| All | -20%( 70%) |
| Lightning | -13%( 70%) |
| Temporal | -12%( 70%) |
| Darkness | -12%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Disarm Resistance | 27% |
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 325 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 245 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 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 20 damage per turn. Entropic Wasting |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases spell critical chance by 10%. At 5 stacks, next Nether spell is empowered. 5 Halo of Ruin |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 8. Atrophy |
| beneficial effect | A flow of life spins around the target, regenerating 51.76 life per turn. Regeneration |
| detrimental effect | The target is doomed to madness. All talent cooldowns are increased by 34%. Prophecy of Madness |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is being driven mad by the void, taking 20.78 darkness damage per turn and reducing all powers by 11. Dark Whispers |
| beneficial effect | The target has 10 increased saves and defense, 10% increased critical chance, and 6% chance to avoid all damage. 10 Jinx |
| detrimental effect | The target is blinded, unable to see anything and takes 14.44 darkness damage per turn. Bane of Blindness |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | 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 successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +2. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 116. | 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. * 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed electric eel tail. * You've found the needed xorn fragment. 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 vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% Resists +5% lightning +6% temporal A pair of boots made of leather. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | aegis linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: Stats +2 Con +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +1 (+1 eff.) Resists +10% blight Shield.pwr +6% HP.reg +1.50 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... It was hardened by the digestive sack. |
| Tool | steel torque of psychoportation 'Gleamwreck' [power 28] (30 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% light ---------- misc Light +1 Talents +2 Silence Cooldown Silence -1 Teleport randomly (rad 28) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+7 eff.) Rings can have magical properties. |
| On fingers | Murktreason0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +6 Cun +2 Con dps ---------- Spell.pwr +13 (+5 eff.) Acc +12 (+6 eff.) Apr +16 Melee Ret 12 darkness ----- def ----- Defense +15 (+8 eff.) Resists +6% darkness Silence- +21% ---------- misc Mana/turn +0.19 Infravis +2 See.Invis +3 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 121% 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. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | yew vilestaff of illumination (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness On Hit (Melee): * 5% chance to blind ----- def ----- Defense +8 (+4 eff.) ---------- misc Light +3 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 56.78 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Emelota' (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +12% acid Res.pen +15% acid ----- def ----- Armour +2 Resists +12% acid Phys.save +14 (+4 eff.) Spell.save +5 (+3 eff.) Mind.save +4 (+2 eff.) Disarm- +27% Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide hardened leather armour of fire resistance (3 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +15% fire Max.HP +38.00 HP.reg +5.30 Heal.mod +15% A suit of armour made of leather. |
| Cloak | cashmere cloak 'Isuwe' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Defense +2 (+1 eff.) Resists +13% blight +2% physical +11% nature Phys.save +30 (+10 eff.) Spell.save +10 (+5 eff.) HP.reg +1.30 Heal.mod +10% Disease- +10% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Smearorder'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Cun +5 Dex dps ---------- Res.pen +15% nature ----- def ----- Resists +16% cold +13% fire ---------- misc See.Invis +3 Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 130)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 130 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (375% speed; 4 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 375% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. 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 ability. |
regeneration infusion of the psychic (heal 87 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 87 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 10; power 25; dur 5)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Bolttreason the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Dex dps ---------- Dmg.mod +6% lightning Acc +2 (+1 eff.) Apr +6 ----- def ----- Armour +4 Resists +6% lightning Amulets can have magical properties. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
grounding copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +22% Amulets can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
marksman's copper ring of arcana(+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Silence- +20% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
cruel ash vilestaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +2% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness On Hit (Melee): * 5% chance to blind ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 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 76.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
hardened leather cap 'Bethybeth' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +8 Dex dps ---------- Crit.mult +12.00% Dmg.mod +3% physical Acc +4 (+2 eff.) Melee Ret 4 physical ----- def ----- Armour +3 Fatigue +3% Heal.mod +10% A cap made of leather. |
11 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. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Xerelaith (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Res.pen +15% blight ----- def ----- Armour +6 Phys.save +6 (+2 eff.) Max.HP +52.00 ---------- misc Max.stam +24.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (45 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
6 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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Shantropi the Shalore Cultist of Entropy level 18
10th Decay 122nd year of Ascendancy at 08:49 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Shantropi the Shalore Cultist of Entropy level 10
4th Flare 122nd year of Ascendancy at 09:31 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Shantropi the Shalore Cultist of Entropy level 18
2nd Wintertide 123rd year of Ascendancy at 16:22 see stats
Exterminator
Killed 1000 creatures.By Shantropi the Shalore Cultist of Entropy level 16
50th Haze 122nd year of Ascendancy at 15:56 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shantropi the Shalore Cultist of Entropy level 20
5th Regrowth 123rd year of Ascendancy at 04:52 see stats
Fear me not!
Survived the Fearscape!By Shantropi the Shalore Cultist of Entropy level 21
16th Regrowth 123rd year of Ascendancy at 09:31 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shantropi the Shalore Cultist of Entropy level 15
45th Haze 122nd year of Ascendancy at 15:33 see stats
Level 10
Got a character to level 10.By Shantropi the Shalore Cultist of Entropy level 10
4th Flare 122nd year of Ascendancy at 09:29 see stats
Level 20
Got a character to level 20.By Shantropi the Shalore Cultist of Entropy level 20
3rd Allure 123rd year of Ascendancy at 04:27 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Shantropi the Shalore Cultist of Entropy level 13
61st Dusk 122nd year of Ascendancy at 03:59 see stats
The Arena
Unlocked Arena mode.By Shantropi the Shalore Cultist of Entropy level 9
10th Mirth 122nd year of Ascendancy at 14:41 see stats
The secret city
Discovered the truth about mages.By Shantropi the Shalore Cultist of Entropy level 11
8th Dusk 122nd year of Ascendancy at 08:18 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Shantropi the Shalore Cultist of Entropy level 19
3rd Allure 123rd year of Ascendancy at 03:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Shantropi the Shalore Cultist of Entropy level 17
56th Haze 122nd year of Ascendancy at 07:40 see stats
Log
Shantropi is free from the ice.
Talent Dark Whispers is ready to use.
Bane of Blindness from Forgery of Haze (Celia) hits Shantropi for (2 to ice), 3 darkness (4 total damage).
Shantropi is doomed to madness!
Shantropi is wasting away.
Emelimira the bone giant's Beyond the Flesh hits Shantropi for 44 physical, 5 blight, 20 physical, 16 lightning (86 total damage).
Shantropi hits Something for 16 darkness damage.
Shantropi shrugs off the effect 'Stunned'!
Something hits Shantropi for 37 physical, 8 light, 6 blight, 23 physical, 20 lightning (96 total damage).
Shantropi hits Something for 16 darkness damage.
Shantropi casts Rune: Shielding.
A shield forms around Shantropi.
Shantropi uses Infusion: Regeneration.
Shantropi starts regenerating health quickly.
You feel a surge of power as a powerful creature falls nearby.
Shantropi loses 15 health to the entropy.
Bane of Blindness from Forgery of Haze (Celia) hits Shantropi for (7 absorbed), 0 darkness (0 total damage).
Shantropi shrugs off the effect 'Wet'!
Emelimira the bone giant's Beyond the Flesh misses Shantropi.
Shantropi is haunted by the void!
Something hits Shantropi for (58 absorbed), 0 cold (0 total damage).
Your shield crumbles under the damage!
The shield around Shantropi crumbles.
Shantropi shrugs off the effect 'Pinned to the ground'!
Something hits Shantropi for (39 absorbed), 68 physical, 8 light, 6 blight, 23 physical, 20 lightning (128 total damage).
Shantropi hits Something for 20 darkness damage.
Shantropi casts Dark Whispers.
Saving game...

















































































