










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Skeleton |
Class | Necromancer |
Level / Exp | 15 / 21% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 52 (base 27) |
Dexterity | 57 (base 27) |
Constitution | 41 (base 39) |
Magic | 45 (base 39) |
Willpower | 38 (base 27) |
Cunning | 45 (base 39) |
Resources
Life | 509/307 |
Mana | 402/339 |
Soul | 3/17 |
Healing Factor | 1.3281403954777 |
Regeneration | 0.33203509886943 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 67.812433091029 |
See Invisible | 76.812433091029 |
Offense: Mainhand
Damage | 29 |
Accuracy | 42 |
Crit Chance | 14% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +28% |
Blight | +10% |
Arcane | +7% |
Cold | +35% |
All | 0% |
Darkness | +10% |
Light | +10% |
Temporal | +7% |
Fire | +10% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 3 |
Physical Save | 26 |
Spell Save | 24 |
Mental Save | 27 |
Defense: Resistances
Acid | + 24%( 70%) |
Light | + 47%( 70%) |
Nature | + 16%( 70%) |
Blight | + 10%( 70%) |
Darkness | + 16%( 70%) |
Cold | + 26%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 47% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
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 were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Animus | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Dreadmaster | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Spikes of Decrepitude |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 T1 shot ammo [Rare] Master Power 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +4 darkness On Hit.r1 +4 darkness On Hit: * 20% chance to reduce damage dealt by 19% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T1 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.(94 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +2 Mag +4 Wil +1 Cun ----- def ----- Defense +1 (+1 eff.) ---------- misc Equi/ret +0.80 Psi/ret +0.80 Hate/ret +0.70 See.Invis +3 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +1 Wil dps ---------- Acc +4 (+1 eff.) ----- def ----- Resists +3% blight ---------- misc Infravis +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +1 Mag +1 Cun +2 Con dps ---------- Melee+ 5 physical Ranged+ 5 physical Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 23 On Hit (Ranged): * 11% chance to reduce all saves and defense by 23 ----- def ----- Fatigue -4% Crit.chn- 5.00% Blind- +24% ---------- misc Max.enc +24 Hate/m.crit +2.00 Max.hate +6.00 Infravis +4 See.Stealth +7 See.Invis +11 Bleeding Edge: Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +6% acid Apr +1 ----- def ----- Mind.save +6 (+3 eff.) Die.at -20.00 life A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 127.29 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (255). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | ![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 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. |
Main armor | ![]() 2.0 T1 cloth armor [Ego+] Arcane/Nature While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% acid +7% temporal +7% arcane ----- def ----- Resists +18% acid +7% all ---------- misc Max.mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% light +10% darkness Blind- +23% Amulets make your neck look great! |
Inventory
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Resists +6% blight Mind.save +9 (+5 eff.) Blind- +24% ---------- misc Hate/m.crit +1.00 Infravis +4 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 211.00 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to reduce strength, dexterity, and constitution by 22 While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Dmg.mod +3% mind +9% blight Res.pen +4% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +4% mind Dmg.Resnn +8% Max.HP +10.00 HP.reg +0.70 ---------- misc Psi/ret +0.80 Talents +1 Attune Mindstar 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. |
![]() 5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +12% Phys.pwr +6 (+3 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +15% fire Res.pen +10% cold Acc +7 (+2 eff.) ----- def ----- Armour +2 Defense +5 (+3 eff.) Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Pinning- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Con dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness +3% mind On Hit (Melee): * 20 arcane resource burn ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +4.0% Atk.spd 100% Phasing +12% On Hit.r1 +12 arcane On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+2 eff.) Dmg.mod +9% arcane ----- def ----- Resists +5% arcane One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +7% temporal +3% blight Spell.save +3 (+2 eff.) Disease- +10% Disarm- +20% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +5% darkness +5% acid ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +15% lightning Melee Ret 2 cold ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +6% lightning +3% fire +7% all Phys.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ----- def ----- Resists +10% blight +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% lightning +5% darkness ----- def ----- Armour +1 Resists +9% lightning +5% fire +5% cold A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 power out of 295/400 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. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Melee Ret 2 fire ---------- misc Infravis +2 See.Invis +9 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 12 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 12 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Allede the Skeleton Necromancer level 10
9th Mirth 122nd year of Ascendancy at 07:08 see stats
By Allede the Skeleton Necromancer level 12
3rd Flare 122nd year of Ascendancy at 22:22 see stats
By Allede the Skeleton Necromancer level 12
2nd Summertide 122nd year of Ascendancy at 08:21 see stats
By Allede the Skeleton Necromancer level 11
1st Summertide 122nd year of Ascendancy at 17:53 see stats
Log
You gain 0.70 gold from the transmogrification of steel greatsword of massacre (34-55 power, 2 apr).
You gain 14.38 gold from the transmogrification of Spiderstreaker the dwarven-steel greatsword (38-62 power, 2 apr).
You gain 0.45 gold from the transmogrification of iron greatmaul of massacre (26-38 power, 1 apr).
You gain 2.64 gold from the transmogrification of thought-forged steel dagger of massacre (18-23 power, 6 apr).
You gain 1.46 gold from the transmogrification of steel dagger of erosion (12-16 power, 6 apr).
You gain 2.92 gold from the transmogrification of steel dagger of crippling (10-14 power, 6 apr).
You gain 2.80 gold from the transmogrification of balanced steel dagger (12-16 power, 6 apr).
You gain 8.20 gold from the transmogrification of Scorpionsweep the iron dagger (10-14 power, 5 apr).
You gain 4.91 gold from the transmogrification of balanced steel battleaxe of dampening (18-27 power, 2 apr).
You gain 1.74 gold from the transmogrification of acid wave rune of the warrior (damage 209; dur 4; cd 21).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; physical; dur 3; cd 16).
You gain 1.76 gold from the transmogrification of regeneration infusion of the psychic (heal 385; 14 cd).
An illusion appears around Skeleton mage making him appear human.
An illusion appears around Armoured skeleton warrior making him appear human.
An illusion appears around Armoured skeleton warrior making him appear human.
An illusion appears around Skeleton master archer making him appear human.
An illusion appears around Armoured skeleton warrior making him appear human.
There is a Way into the heart of the gloom here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 7th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
There is a Passageway into Norgos' Lair here (press '' or right click to use).
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.