















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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:
Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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 | Normal Semi-Roguelike (mild) |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 28 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 3rd Pyre 123rd year of Ascendancy at 16:49 0 / 2Killed by Lord of Skulls (warrior) at level 28 on the 49th Pyre 123rd year of Ascendancy at 21:18 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 111 (base 60) |
| Willpower | 81 (base 55) |
| Cunning | 21 (base 11) |
Resources
| Life | -371/271 |
| Mana | 552/694 |
| Soul | 0/16 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 2.3137566775459 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 16 |
| Crit Chance | 7% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +22% |
| Blight | +22% |
| Nature | +11% |
| Darkness | +20% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Darkness | +18% |
| Temporal | +14% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 50 |
| Mental Save | 47 |
Defense: Resistances
| Arcane | + 30%( 70%) |
| Cold | + 36%( 70%) |
| All | + 27%( 70%) |
| Lightning | + 48%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 38%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| 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 51 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. |
| 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 390 damage for 4 turns. Its effects scale with your Willpower stat. |
| 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 1689% for 10 turns (203 total) and instantly restoring 84 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 474.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.50 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Spell / Charnel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Xelratira the great wolf. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Willpower by +5. | 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: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 140. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * You've found the needed warg claw. * You've found the needed giant spider spinneret. * You've found the needed naga tongue. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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! | 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 | Sparkoracle (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +12% lightning Res.pen +14% temporal +13% darkness +15% arcane ----- def ----- Armour +3 Resists +15% temporal +10% darkness +7% fire +5% arcane +7% cold Phys.save +5 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+3 eff.) Def/telep +13 Res/telep +13% Dur/telep +14% A pair of boots made of leather. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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 | Blindwolf the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +6% light +3% darkness Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | warded ash wand of shielding [power 170] (8/20 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 lightning +3 cold +2 darkness +3 arcane Talents +1 Ward Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +6 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | mule's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -5% Resists +20% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
| Around waist | insulating rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +5% fire +6% cold ---------- misc Max.enc +20 A belt that goes around your waist. |
| In main hand | yew starstaff 'Siloriaganor' (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.crit +8% Mind.crit +4% Spell.pwr +17 (+5 eff.) Dmg.mod +20% darkness ----- def ----- Armour +4 Phys.save +8 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Psi/ret +0.16 Max.mana +50.00 Max.psi +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil +3 Con dps ---------- Melee+ 5 acid 3 fire 3 cold 4 lightning ----- def ----- Armour +2 Phys.save +12 (+6 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 11/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
| Cloak | Xydhekira (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +3 Mag +4 Wil +2 Cun dps ---------- Crit.mult +18.00% Acc +5 (+4 eff.) Apr +8 ----- def ----- Defense +2 (+2 eff.) Stealth +7 ---------- misc Infravis +3 See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 2/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 236 (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. |
Inventory
pixie's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.pwr +8 (+2 eff.) Acc +7 (+5 eff.) Apr +9 ----- def ----- Defense +9 (+9 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 60% Mag, 60% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 55.50 arcane and 66.60 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
dwarven-steel waraxe (125% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
7 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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 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. |
2 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. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 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. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+8 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+8 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
92 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 161% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
yew totem of healing [power 296] (8/15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
powerful yew wand of lightning storm [power 266] (8/15 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 64 lightning damage and will be dazed for 1 turn (324 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Arkham the Cornac Necromancer level 21
26th Regrowth 123rd year of Ascendancy at 18:58 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Arkham the Cornac Necromancer level 22
48th Regrowth 123rd year of Ascendancy at 22:39 see stats
Bringer of Doom
Killed a Bringer of Doom.By Arkham the Cornac Necromancer level 10
28th Haze 122nd year of Ascendancy at 04:59 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Arkham the Cornac Necromancer level 8
15th Dusk 122nd year of Ascendancy at 05:50 see stats
Earth Master
Killed Harkor'Zun.By Arkham the Cornac Necromancer level 16
56th Haze 122nd year of Ascendancy at 08:13 see stats
Exterminator
Killed 1000 creatures.By Arkham the Cornac Necromancer level 18
7th Decay 122nd year of Ascendancy at 05:28 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Arkham the Cornac Necromancer level 21
26th Regrowth 123rd year of Ascendancy at 19:28 see stats
Level 10
Got a character to level 10.By Arkham the Cornac Necromancer level 10
23rd Haze 122nd year of Ascendancy at 11:20 see stats
Level 20
Got a character to level 20.By Arkham the Cornac Necromancer level 20
9th Decay 122nd year of Ascendancy at 08:59 see stats
Poisonous
Sided with the assassin lord.By Arkham the Cornac Necromancer level 20
17th Regrowth 123rd year of Ascendancy at 04:25 see stats
Size matters
Did over 600 damage in one attack.By Arkham the Cornac Necromancer level 19
8th Decay 122nd year of Ascendancy at 15:55 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Arkham the Cornac Necromancer level 21
26th Regrowth 123rd year of Ascendancy at 18:58 see stats
That was close
Killed your target while having only 1 life left.By Arkham the Cornac Necromancer level 5
76th Pyre 122nd year of Ascendancy at 19:19 see stats
The Arena
Unlocked Arena mode.By Arkham the Cornac Necromancer level 12
31st Haze 122nd year of Ascendancy at 09:58 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Arkham the Cornac Necromancer level 21
26th Regrowth 123rd year of Ascendancy at 18:58 see stats
The secret city
Discovered the truth about mages.By Arkham the Cornac Necromancer level 10
25th Haze 122nd year of Ascendancy at 10:23 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Arkham the Cornac Necromancer level 27
47th Pyre 123rd year of Ascendancy at 20:21 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Arkham the Cornac Necromancer level 17
70th Haze 122nd year of Ascendancy at 08:05 see stats
Log
Lord of Skulls (warrior) receives 54 healing from Ghast's purging blight area effect.
Spikes of Decrepitude hits Ghoulking for 29 cold, 36 darkness (65 total damage).
Spikes of Decrepitude hits Heavy bone giant for (14 absorbed), 0 cold, (21 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Lord of Skulls (warrior) for (30 blocked), 0 cold, (37 blocked), 0 darkness (0 total damage).
Spikes of Decrepitude hits The Master for 27 cold, 34 darkness (60 total damage).
Arkham's desolate waste area effect hits The Master for 15 cold damage.
Arkham's desolate waste area effect hits Heavy bone giant for (8 absorbed), 0 cold (0 total damage).
Arkham's desolate waste area effect hits Ghoulking for 16 cold damage.
Lord of Skulls (bone giant) receives 56 healing from Ghast's purging blight area effect.
Heavy bone giant receives 56 healing from Ghast's purging blight area effect.
The Master receives 56 healing from Ghast's purging blight area effect.
Lord of Skulls (warrior) uses Overpower.
Lord of Skulls (warrior) performs a melee critical strike against Arkham!
Your shield crumbles under the damage!
The shield around Arkham crumbles.
Lord of Skulls (warrior) performs a melee critical strike against Arkham!
Lord of Skulls (warrior) performs a melee critical strike against Arkham!
Lord of Skulls (warrior) hits Arkham for (22 flat reduction), (87 absorbed), 180 physical, (22 flat reduction), 140 physical, (22 flat reduction), 117 physical (436 total damage).
Arkham casts Call of the Crypt.
Arkham casts Call of the Mausoleum.
Bleeding from Arkham hits The Master for 10 physical damage.
Ghast hits Arkham for (22 flat reduction), 3 physical (3 total damage).
Lord of Skulls (bone giant) uses You Shall Be My Weapon!.
Lord of Skulls (warrior) uses Shield Pummel.
Arkham sacrifices a ghoul to avoid being affected by Off-balance!
Arkham sacrifices a ghoul to avoid being affected by Stunned!
Lord of Skulls (bone giant) hits The Master for 17 physical, 4 blight (22 total damage).
Lord of Skulls (warrior) hits Arkham for (22 flat reduction), 44 physical (44 total damage).
Arkham the level 28 cornac necromancer was impaled to death by a Lord of Skulls (warrior) on level 9 of Dreadfell.



























































































