












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.6.0Donators/Buyers bonus! 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:
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! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 | Doomelf |
| Class | Shadowblade |
| Level / Exp | 18 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by slaver at level 13 on the 9th Haze 122nd year of Ascendancy at 22:45 0 / 7Killed by enthralled slave at level 13 on the 11st Haze 122nd year of Ascendancy at 00:03 Killed by Ivibeth the slaver at level 13 on the 11st Haze 122nd year of Ascendancy at 07:55 Killed by Rafstlek the halfling at level 14 on the 23rd Haze 122nd year of Ascendancy at 21:42 Killed by ultimate gwelgoroth at level 15 on the 61st Haze 122nd year of Ascendancy at 19:18 Killed by Luonn the human at level 15 on the 67th Haze 122nd year of Ascendancy at 09:45 Killed by Zubima the heavy bone giant at level 18 on the 2nd Regrowth 123rd year of Ascendancy at 09:52 |
Primary Stats
| Strength | 21 (base 13) |
| Dexterity | 44 (base 29) |
| Constitution | 22 (base 20) |
| Magic | 28 (base 21) |
| Willpower | 24 (base 10) |
| Cunning | 43 (base 27) |
Resources
| Life | -88/395 |
| Mana | 119/272 |
| Stamina | 127/198 |
| Healing Factor | 1.22375 |
| Regeneration | 3.9771875000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +80.788177339901% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 31.388749514228 |
| See Invisible | 31.388749514228 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 56 |
| Crit Chance | 24% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 56 |
| Crit Chance | 30% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +11% |
| Cold | +6% |
| All | 0% |
| Darkness | +7% |
| Light | +18% |
| Lightning | +5% |
| Fire | +13% |
| Nature | +12% |
Offense: Damage Penetration
| Acid | +10% |
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 13 (52.131147540984%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 18 |
| Mental Save | 29 |
Defense: Resistances
| Cold | + 7%( 70%) |
| Light | + 17%( 70%) |
| Fire | + 18%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 26% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 183 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 314 HP on the iceblock remaining. Frozen |
| detrimental effect | Reduces global action speed by 24% and all outgoing projectiles speed by 44%. Congeal Time |
| beneficial effect | Parrying melee and ranged attacks: Has a 0% chance to deflect up to 15 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You 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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed skeleton mage skull. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. 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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed red crystal shard. * '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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | blood-soaked pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Mov.spd +25% Apr +4 ----- def ----- Armour +1 A pair of boots made of leather. |
| Quiver | quiver of elm arrows 'Frigidrune' (53/53, 13.5-18.9 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 13.5 - 18.9 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 53 Ranged+ +4 cold On Crit.r2 +8 acid +4 cold On Hit: * 20% chance to slow global speed by 45% While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +13% ---------- 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 | Voruba (15 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Resists +3% cold Die.at -60.00 life Pinning- +20% A cap made of leather. |
| On hands | restful rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +12.00 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. |
| Tool | Branemasin (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +4 Cun +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Fatigue -6% ---------- misc Max.hate +2.00 Max.psi +50.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 45.38 You won the Ring of Blood trial, and this is your reward. |
| On fingers | rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun ----- def ----- Defense +8 (+0 eff.) Mind.save +7 (+3 eff.) Confus- +26% Rings can have magical properties. |
| Around neck | stralite amulet 'Smearwrecker' =MAG=0.1 T4 amulet jewelry [Random Unique] Arcane While equipped: Stats +4 Mag +5 Wil +1 Con dps ---------- Spell.crit +4% Crit.mult +16.00% Spell.pwr +13 (+6 eff.) Melee+ 9 light 10 darkness Dmg.mod +6% acid +7% darkness +9% light +13% fire +11% blight +6% cold +12% nature +5% lightning On Melee Ret: * 9% chance to blind * 10% chance to reduce damage dealt by 16% ----- def ----- Crit.dmg- 5.00% Amulets can have magical properties. |
| In main hand | Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Around waist | noble's rough leather belt of recklessness1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) Against +15% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
| In off hand | elemental dwarven-steel dagger of projection (21.5-27.95 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Psionic Power 21.5 - 27.9 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 61 acid damage (1/turn) * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +9% acid Res.pen +10% acid Sharp, short and deadly. |
| Cloak | Gleamvenom (8 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% light Res.pen +20% lightning ----- def ----- Defense +8 (+0 eff.) Resists +14% light +15% fire Stealth +8 ---------- misc Light +2 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | marauder's hardened leather armour of command (21 def, 10 armour)9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Dex +1 Cun ----- def ----- Armour +10 Defense +21 (+11 eff.) Fatigue +8% Phys.save +11 (+5 eff.) Mind.save +15 (+7 eff.) A suit of armour made of leather. |
Inventory
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 183 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
truestriking voratun dagger of rage (37-48.1 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master Power 37.0 - 48.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +8% physical Res.pen +9% physical Acc +25 (+7 eff.) Apr +7 Sharp, short and deadly. |
dwarven-steel longsword of massacre (32.5-45.5 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Master Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
cruel yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego] 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 +10% Crit.mult +14.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dreamer's cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +13% acid +11% physical +8% cold +12% fire ----- def ----- Resists +11% acid +14% physical +12% darkness +12% cold +14% fire +10% mind +11% all Phys.save +13 (+6 eff.) Spell.save +10 (+6 eff.) Mind.save +23 (+11 eff.) ---------- misc Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of lightning (+18%) (0 def, 0 armour) =ELEC=2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +10% mind +10% darkness +9% all Phys.save +11 (+5 eff.) Spell.save +11 (+6 eff.) Mind.save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sludgegrip (0 def, 0 armour)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. |
impenetrable steel mail armour of temporal resistance (2 def, 12 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +12% Resists +16% temporal A suit of armour made of mail. |
Blizzardsear the cured leather armour (6 def, 4 armour) =MAG=9.0 T2 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +4 Mag +5 Wil +4 Cun dps ---------- Dmg.mod +15% cold Res.pen +5% temporal +5% cold ----- def ----- Armour +4 Defense +6 (+0 eff.) Fatigue +7% Resists +16% cold Max.HP +36.00 HP.reg +3.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
shocking dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 33.5-40.2 power, 82.5 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature/Master When used to Attack: Power 33.5 - 40.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +82 While equipped: dps ---------- Melee+ 13 lightning Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
4 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. |
4 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 23 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
powerful yew totem of stinging [power 248] (14 cooldown)2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 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. |
7 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. |
5 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. |
7 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Vesper the Doomelf Shadowblade level 12
52nd Dusk 122nd year of Ascendancy at 12:02 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Vesper the Doomelf Shadowblade level 5
78th Pyre 122nd year of Ascendancy at 00:15 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Vesper the Doomelf Shadowblade level 10
33rd Dusk 122nd year of Ascendancy at 07:18 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Vesper the Doomelf Shadowblade level 12
71st Dusk 122nd year of Ascendancy at 07:54 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Vesper the Doomelf Shadowblade level 13
9th Haze 122nd year of Ascendancy at 22:40 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Vesper the Doomelf Shadowblade level 11
35th Dusk 122nd year of Ascendancy at 14:56 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Vesper the Doomelf Shadowblade level 8
18th Dusk 122nd year of Ascendancy at 20:23 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Vesper the Doomelf Shadowblade level 17
80th Haze 122nd year of Ascendancy at 12:50 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Vesper the Doomelf Shadowblade level 15
67th Haze 122nd year of Ascendancy at 09:45 see stats
Log
Vesper slows down.
Vesper recovers sight.
Vesper performs a melee critical strike against Zubima the heavy bone giant!
Zubima the heavy bone giant's armor corrodes!
The shield around Zubima the heavy bone giant crumbles.
Vesper performs a melee critical strike against Zubima the heavy bone giant!
Zubima the heavy bone giant shrugs off the effect 'Armor Corroded'!
Bloodcaller hits Vesper for 1 healing, 1 healing, 1 healing (0 total damage) [4 healing].
Vesper hits Zubima the heavy bone giant for (34 absorbed), 34 physical, (10 absorbed), 0 darkness, (6 absorbed), 1 light, 47 physical, 10 darkness, 7 light, 48 acid (146 total damage).
Zubima the heavy bone giant uses Stun.
Zubima the heavy bone giant misses Vesper.
Zubima the heavy bone giant casts Freeze.
Vesper is encased in ice!
Zubima the heavy bone giant hits Vesper for 303 cold damage.
Vesper hits Iceblock for 52 physical, 10 darkness, 10 light, 30 physical, 10 darkness, 10 light (118 total damage).
Talent Shadowstep is ready to use.
Talent Stealth is ready to use.
Zubima the heavy bone giant casts Manathrust.
Zubima the heavy bone giant hits Vesper for (68 to ice), 102 arcane (102 total damage).
Vesper performs a melee critical strike against Vesper!
Vesper hits Iceblock for 51 physical, 10 darkness, 10 light, 67 physical, 10 darkness, 10 light (153 total damage).
Talent Shadow Feed is ready to use.
Talent Shadow Combat is ready to use.
Talent Heartseeker is ready to use.
Zubima the heavy bone giant is fully armored again.
Zubima the heavy bone giant casts Lightning.
Saving game...





































































































