










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Doombringer |
Level / Exp | 33 / 27% |
Size | medium |
Lifes / Deaths | Killed by bring's Inner Demon at level 23 on the 70th Dusk 122nd year of Ascendancy at 22:05 2 / 4Killed by Rotoland the fire imp at level 24 on the 77th Dusk 122nd year of Ascendancy at 00:31 Killed by Vorelrata the ghoul at level 27 on the 16th Haze 122nd year of Ascendancy at 01:31 Killed by Aribreth the patchwork troll at level 32 on the 45th Haze 122nd year of Ascendancy at 11:40 |
Primary Stats
Strength | 56 (base 53) |
Dexterity | 31 (base 12) |
Constitution | 25 (base 12) |
Magic | 73 (base 60) |
Willpower | 25 (base 10) |
Cunning | 39 (base 18) |
Resources
Life | 1210/1210 |
Stamina | 254/254 |
Vim | 93/93 |
Healing Factor | 1.254517824337 |
Regeneration | 16.622361172465 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +106.30414946264% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 36.004149834542 |
See Invisible | 37.004149834542 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 189 |
Accuracy | 58 |
Crit Chance | 31% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Physical | +22% |
Darkness | +4% |
Nature | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Nature | +25% |
Fire | +10% |
Arcane | +15% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 48.089348373821 (38.594633868923%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 31 |
Mental Save | 24 |
Defense: Resistances
Physical | + 45%( 74%) |
Darkness | + 57%( 74%) |
Nature | + 42%( 74%) |
Temporal | + 42%( 74%) |
Blight | + 26%( 74%) |
Arcane | + 31%( 74%) |
Fire | + 40%( 74%) |
All | + 23%( 74%) |
Defense: Immunities
Silence Resistance | 20% |
Stun Resistance | 20% |
Pinning Resistance | 60% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 65 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. Its effects scale with your Cunning stat. |
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 603% 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 491 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
talent | Secrets of the Eternals |
talent | Horrifying Blows |
talent | Share the Pain |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by skeleton archer. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost warrior from death by bring. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by orc master assassin. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed sandworm tooth. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. | 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! | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Res.pen +20% mind +25% nature ----- def ----- Armour +4 Fatigue -4% Phys.save +6 (+2 eff.) Max.HP +100.00 Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +31 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +30 (+5 eff.) Res.pen +15% arcane Apr +3 ----- def ----- Resists +6% darkness Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.08 Light +3 See.Stealth +6 See.Invis +7 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 | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Spell.pwr +30 (+8 eff.) Acc +30 (+7 eff.) Apr +2 ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +5% all Phys.save +10 (+3 eff.) Spell.save +9 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Spell.crit +7% S.pwr/crit +4 ----- def ----- Resists +1% physical ---------- misc Mana/turn +0.04 Max.mana +20.00 Create a shield absorbing up to 452 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. 100% to reduce fatigue by 42% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Dex dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +12% nature Acc +8 (+2 eff.) ----- def ----- Resists +24% nature +2% physical Max.HP +72.00 HP.reg +10.00 Heal.mod +13% ---------- misc Max.stam +20.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Mag +2 Wil +7 Cun +6 Con dps ---------- Phys.pwr +14 (+2 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +7 (+3 eff.) Res.pen +10% lightning ---------- misc Light +2 Infravis +1 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Cun +6 Wil dps ---------- Against +33% Summoned ----- def ----- Resists +3% darkness +5% arcane D.Red.from +29% Summoned Phys.save +12 (+4 eff.) Max.HP +100.00 Pinning- +20% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 163% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +4 darkness On Crit: * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+1 eff.) ----- def ----- Resists +3% blight +3% temporal Silence- +20% Massive two-handed mauls. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +2 Wil +2 Cun dps ---------- Melee+ 5 acid 7 darkness 4 fire 4 cold 3 lightning Dmg.mod +4% darkness Res.pen +10% fire Acc +5 (+1 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +9% fire Unarmed combat: Power 122% Range: 1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +15 Crit +8.0% Atk.spd 83% Melee+ +8 ice +7 acid +15 fire +5 lightning On Hit: 20% Moonlight Ray 3 On Hit: 15% Perfect Strike 3 On Hit: * 5% chance to reduce damage dealt by 17% Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +22% physical ----- def ----- Armour +12 Defense +30 (+10 eff.) Resists +26% physical +11% all ---------- misc Max.hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+3 eff.) Resists +12% darkness Die.at -40.00 life Max.HP +128.00 Disease- +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 | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +5 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue -7% Resists +5% arcane +22% temporal Res.Cap +4% all Phys.save +19 (+6 eff.) Die.at -80.00 life Max.HP +40.00 HP.reg +3.00 Pinning- +40% Knockbk- +32% ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.pwr +30 (+5 eff.) Dmg.mod +6% physical ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% light +14% physical Melee Ret 6 light ----- def ----- Resists +14% physical +12% darkness +7% blight +10% mind +9% all Phys.save +11 (+3 eff.) Spell.save +13 (+7 eff.) Mind.save +21 (+10 eff.) Max.HP +43.00 HP.reg +1.70 Heal.mod +12% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Rare] Nature While equipped: Stats +3 Cun +2 Dex dps ---------- Phys.crit +2.0% Phys.pwr +10 (+1 eff.) Acc +20 (+5 eff.) ----- def ----- Armour +6 Defense +29 (+10 eff.) Fatigue +8% Resists +4% physical Max.HP +30.00 A suit of armour made of leather. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +12 Con dps ---------- Spell.crit +3% Phys.pwr +5 (+1 eff.) Spell.pwr +25 (+6 eff.) ----- def ----- Armour +3 Fatigue +3% ---------- misc Mana/turn +0.12 A cap made of leather. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 0.0 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. |
Achievements
By bring the Shalore Doombringer level 31
26th Haze 122nd year of Ascendancy at 03:08 see stats
By bring the Shalore Doombringer level 31
24th Haze 122nd year of Ascendancy at 04:36 see stats
By bring the Shalore Doombringer level 20
67th Dusk 122nd year of Ascendancy at 20:37 see stats
By bring the Shalore Doombringer level 23
70th Dusk 122nd year of Ascendancy at 05:54 see stats
By bring the Shalore Doombringer level 6
78th Pyre 122nd year of Ascendancy at 01:49 see stats
By bring the Shalore Doombringer level 10
9th Mirth 122nd year of Ascendancy at 13:30 see stats
By bring the Shalore Doombringer level 20
38th Dusk 122nd year of Ascendancy at 03:39 see stats
By bring the Shalore Doombringer level 30
21st Haze 122nd year of Ascendancy at 21:11 see stats
By bring the Shalore Doombringer level 26
78th Dusk 122nd year of Ascendancy at 13:04 see stats
By bring the Shalore Doombringer level 20
67th Dusk 122nd year of Ascendancy at 04:56 see stats
By bring the Shalore Doombringer level 26
78th Dusk 122nd year of Ascendancy at 07:59 see stats
By bring the Shalore Doombringer level 17
31st Dusk 122nd year of Ascendancy at 02:14 see stats
By bring the Shalore Doombringer level 1
74th Pyre 122nd year of Ascendancy at 14:45 see stats
By bring the Shalore Doombringer level 6
4th Mirth 122nd year of Ascendancy at 14:14 see stats
By bring the Shalore Doombringer level 6
2nd Mirth 122nd year of Ascendancy at 09:05 see stats
By bring the Shalore Doombringer level 20
67th Dusk 122nd year of Ascendancy at 04:35 see stats
By bring the Shalore Doombringer level 14
5th Dusk 122nd year of Ascendancy at 13:28 see stats
By bring the Shalore Doombringer level 30
23rd Haze 122nd year of Ascendancy at 16:50 see stats
Log
You gain 5.87 gold from the transmogrification of mighty reinforced leather sling of true flight.
You gain 5.88 gold from the transmogrification of fungal hardened leather sling of enduring.
You gain 22.40 gold from the transmogrification of Dourstar the hardened leather sling.
You gain 7.31 gold from the transmogrification of resonating pulsing mindstar of frost (107% power, 32 apr, mind damage).
You gain 9.96 gold from the transmogrification of hateful pulsing mindstar of venom (108% power, 32 apr, mind damage).
You gain 3.06 gold from the transmogrification of chilling stralite dagger of projection (129% power, 9 apr).
You gain 3.32 gold from the transmogrification of quick dwarven-steel dagger of erosion (112% power, 7 apr).
You gain 15.00 gold from the transmogrification of Spelldrinker (132% power, 8 apr).
You gain 15.00 gold from the transmogrification of Moon (100% power, 0 apr).
You gain 2.81 gold from the transmogrification of chilling steel dagger of torment (104% power, 6 apr).
You gain 6.42 gold from the transmogrification of elemental dwarven-steel waraxe of shearing (119% power, 4 apr).
You gain 23.18 gold from the transmogrification of Nerotta (116% power, 4 apr).
You gain 24.82 gold from the transmogrification of Mayamiwyn the Shadowqueen (135% power, 4 apr).
You gain 4.13 gold from the transmogrification of stralite longsword of shearing (141% power, 5 apr).
You gain 18.04 gold from the transmogrification of Starclamor the dwarven-steel longsword (137% power, 4 apr).
You gain 19.38 gold from the transmogrification of Adodheth the dwarven-steel longsword (124% power, 4 apr).
You gain 6.34 gold from the transmogrification of warbringer's dwarven-steel greatsword (143% power, 2 apr).
You gain 25.00 gold from the transmogrification of Getuleldil the dwarven-steel battleaxe (139% power, 2 apr).
You gain 20.54 gold from the transmogrification of Brightbreeze the dwarven-steel battleaxe (137% power, 2 apr).
You gain 8.19 gold from the transmogrification of infernal elven-wood starstaff of might (129% power, 5 apr, temporal element).
You gain 8.75 gold from the transmogrification of ethereal elven-wood magestaff of protection (129% power, 5 apr, cold element).
You gain 8.58 gold from the transmogrification of void walker's yew vilestaff of might (120% power, 4 apr, fire element).
You gain 4.77 gold from the transmogrification of earthen yew magestaff of protection (120% power, 4 apr, fire element).
You gain 21.78 gold from the transmogrification of Glutta the Scaldstake.
You gain 24.80 gold from the transmogrification of stralite amulet 'Growward'.
You gain 25.00 gold from the transmogrification of Cyrabreta the gold amulet.
You gain 1.70 gold from the transmogrification of shielding rune (absorb 235; dur 4; cd 14).
You gain 2.26 gold from the transmogrification of acid wave rune of the warrior (damage 275; dur 4; cd 17).
You gain 1.49 gold from the transmogrification of regeneration infusion of the warrior (heal 356; 17 cd).
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