









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.5.4Donators/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 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 | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 16 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by mecharachnid warrior at level 11 on the 33rd Dusk 122nd year of Ascendancy at 18:44 3 / 2Killed by ritch flamespitter at level 16 on the 69th Dusk 122nd year of Ascendancy at 14:10 |
Primary Stats
| Strength | 22 (base 24) |
| Dexterity | 23 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 51 (base 43) |
| Willpower | 29 (base 13) |
| Cunning | 20 (base 17) |
Resources
| Mana | 350/350 |
| Life | 297/297 |
| Positive | 86/95 |
| Steam | 100/100 |
| Soul | 10/10 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 20.155423598945 |
| See Invisible | 32.155423598945 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 17 |
| Crit Chance | 9% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Physical | +4% |
| Darkness | +30% |
| Blight | +21% |
| Arcane | +3% |
| Fire | +18% |
| Mind | +18% |
Offense: Damage Penetration
| Blight | +5% |
| Acid | +5% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 18.5 (43.636363636364%) |
| Defense | 10 |
| Ranged Defense | 13 |
| Fatigue | 11 |
| Physical Save | 11 |
| Spell Save | 27 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Temporal | + 10%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 8%( 70%) |
Defense: Immunities
| Silence Resistance | 15% |
| Disarm Resistance | 21% |
| Bleed Resistance | 20% |
| Knockback Resistance | 40% |
| Stun Resistance | 10% |
| Pinning Resistance | 41% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 or physical effect and reduce all damage taken by 13% for 5 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: 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 804% for 10 turns and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Necrotic Aura |
| talent | Blurred Mortality |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 * 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 the fox. He has given you some notes on the ingredients: * '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.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' 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 length of troll intestine. * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within2 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 | Hellsblur the pair of iron boots (3 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% fire Res.pen +25% darkness Melee Ret 4 fire ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Rhydrabar'2.0 T1 lite [Rare] Psionic While equipped: Stats +11 Wil dps ---------- Crit.mult +5.00% Mind.pwr +2 (+1 eff.) Dmg.mod +6% mind Res.pen +5% blight ----- def ----- Heal/summ +10 ---------- misc Light +2 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 | Belunn (0 def, 3 armour) 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- S.pwr/crit +4 Dmg.mod +3% arcane +15% blight ----- def ----- Armour +3 Fatigue +5% Spell.save +3 (+2 eff.) Silence- +10% ---------- misc Mana/turn +0.08 Max.mana +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Zubiyakira [power 28] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% blight ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Max.vim +30.00 Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Harygen'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +6% mind Melee Ret 12 mind ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +21% Knockbk- +20% ---------- misc Hate/m.crit +2.00 Rings can have magical properties. |
| On fingers | wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +4 (+2 eff.) Rings can have magical properties. |
| Around waist | rough leather belt 'Daimumas' 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% acid ----- def ----- Fatigue -8% Resists +3% nature +5% arcane Max.HP +36.00 Cut- +20% Silence- +5% ---------- misc Max.enc +20 A belt that goes around your waist. |
| In main hand | shimmering ash bonestaff of projection (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +8 (+3 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.13 Max.mana +30.00 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 24.45 to 29.34 darkness damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | iron gauntlets 'Burig' (0 def, 7 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +2 Cun +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +4% physical Melee Ret 12 mind ----- def ----- Armour +7 ---------- misc Light +3 See.Invis +12 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Poreth the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +12% acid +3% physical +6% cold +16% fire Stun/Frz- +10% A suit of armour made of mail. |
| Cloak | Shadowquench (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +15% darkness Melee Ret 16 mind ----- def ----- Defense +1 (+1 eff.) Resists +5% cold +6% mind +5% nature Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
Inventory
medical injector implant of the wizard (efficiency 142% / cooldown 61%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 61%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +6 (+6 eff.) Rings can have magical properties. |
iron longsword 'Corruptionbright' (102% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 nature On Hit.r1 +8 nature On Crit.r2 +4 nature On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +9% nature On Hit (Melee): * 30% chance to corrode armour by 30% Sharp, long, and deadly. |
yew bonestaff 'Zerotir' (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Spell.crit +3% Mind.crit +2% Spell.pwr +9 (+3 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +20% darkness +9% mind ----- def ----- Resists +10% darkness ---------- misc Max.psi +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Fatigue +0% Resists +20% blight +20% cold +20% nature Heal.mod +30% ---------- misc Max.enc +0 A belt rumoured to have been worn by the Conclave healers. |
Xeruba (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+6 eff.) ---------- misc Max.enc +22 Psi/ret +0.16 Max.psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 46.97 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Bethithra (9 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +9 (+9 eff.) Rng.Def +9 (+8 eff.) Fatigue +1% Resists +5% arcane Mind.save +6 (+4 eff.) Blind- +10% Silence- +0% ---------- misc Infravis +1 A cap made of leather. |
linen wizard hat 'Gleamsmash' (1 def, 6 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +11% lightning Acc +8 (+5 eff.) Apr +1 ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +16% lightning +9% light Silence- +0% ---------- misc Stam/turn +0.40 A pointy cloth hat, very wizardly... |
rough leather hat 'Lustrerot' (0 def, 1 armour)2.0 T1 head armor [Rare] Arcane While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +1% physical +7% darkness Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Die.at -40.00 life HP.reg +0.60 Silence- +0% ---------- misc Max.stam +5.00 Light +3 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
iron mail armour of stability (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +12 (+10 eff.) A suit of armour made of mail. |
3 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. |
99 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Arafang the Satyrhash2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +2 Mag +1 Wil +3 Cun dps ---------- Melee Ret 4 nature ----- def ----- Mind.save +5 (+4 eff.) ---------- misc Light +5 See.Stealth +8 See.Invis +5 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. |
brass lantern 'Xanoriatira'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +6 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Resists +9% darkness +9% temporal Mind.save +6 (+4 eff.) Blind- +5% ---------- misc Light +2 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
hateful iron torque of thermal psionic shield [power 25] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
2 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mr Bones the Shalore Necromancer level 9
7th Dusk 122nd year of Ascendancy at 19:14 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mr Bones the Shalore Necromancer level 10
16th Dusk 122nd year of Ascendancy at 23:43 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Mr Bones the Shalore Necromancer level 12
34th Dusk 122nd year of Ascendancy at 22:39 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Mr Bones the Shalore Necromancer level 15
52nd Dusk 122nd year of Ascendancy at 04:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mr Bones the Shalore Necromancer level 9
15th Dusk 122nd year of Ascendancy at 22:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mr Bones the Shalore Necromancer level 16
59th Dusk 122nd year of Ascendancy at 04:58 see stats
Log
From the brink of death you seem to be yanked to another plane.
Saving game...
Ritch flamespitter killed Mr Bones!
Resting starts...
Talent Invoke Darkness is ready to use.
Talent Consume Soul is ready to use.
Talent Phase Door is ready to use.
Talent Rune: Shielding is ready to use.
Talent Healing Light is ready to use.
Talent Fear the Night is ready to use.
Talent Necrotic Aura is ready to use.
Talent Rigor Mortis is ready to use.
Talent Circle of Death is ready to use.
Talent Impending Doom is ready to use.
Talent Infusion: Wild is ready to use.
Talent Teleport is ready to use.
Talent Blurred Mortality is ready to use.
Talent Grace of the Eternals is ready to use.
Rested for 39 turns (stop reason: all resources and life at maximum).
Saving done.
Mr Bones activates Blurred Mortality.
Mr Bones activates Necrotic Aura.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Mr Bones deactivates Blurred Mortality.
Mr Bones deactivates Necrotic Aura.
























































































