













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 19 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by The Possessed at level 8 on the 78th Pyre 122nd year of Ascendancy at 19:20 4 / 2Killed by Emeleriassra the cold drake at level 19 on the 56th Dusk 122nd year of Ascendancy at 01:23 |
Primary Stats
| Strength | 18.170224963639 (base 10) |
| Dexterity | 28.340449927278 (base 10) |
| Constitution | 26.340449927278 (base 13) |
| Magic | 17.170224963639 (base 10) |
| Willpower | 74.6 (base 47) |
| Cunning | 59.8 (base 39) |
Resources
| Life | -8/494 |
| Hate | 93/100 |
| Equilibrium | 18 |
| Healing Factor | 1.1010148101316 |
| Regeneration | 8.6268136709071 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 2 |
| See Invisible | 34.340449927278 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 43 |
| Crit Chance | 18% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 43 |
| Crit Chance | 15% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +57% |
| Light | +50% |
| Cold | +45% |
| Darkness | +47% |
| Physical | +38% |
| Mind | +38% |
| All | +32% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +5% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 27 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Physical | + 47%( 71%) |
| Cold | + 50%( 70%) |
| All | + 23%( 70%) |
| Darkness | + 36%( 79%) |
| Light | + 37%( 70%) |
| Mind | + 21%( 70%) |
| Lightning | + 42%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 27% |
| Confusion Resistance | 20% |
| Fear Resistance | 18% |
| Stun Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 58% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 606% 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 Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Fears | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Force of will | 1.40 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Gesture of Pain |
| talent | Psiblades |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +8% off-hand weapon damage Power 2+: -2 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Your tyranny is increasing your Mindpower and Physicalpower by 2 for each fear applied, for a total of 4 Tyrant |
| beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -2 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+16% resist all). Shroud of Passing |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 22%. Strength and Willpower are increased by 1. Poisons and diseases have a 5% chance of being neutralized each turn. Cursed Form |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 57 mind and 60 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 94 Mind damage, and deal 100 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Alfred is feeding from Emeleriassra the cold drake. Feeding |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -3 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 16% for 3 turns. |
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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the temporal explorer from death by giant fire ant. Escort: temporal explorer (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | 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. The fortress's current energy level is: 9. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * '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.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Ulehad' (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +1 Cun +1 Con ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Curse of Shrouds A pair of boots made of leather. |
| Light source | alchemist's lamp 'Eilinamina'1.0 T3 lite [Rare] Master While equipped: Stats +3 Cun dps ---------- Crit.mult +10.00% Dmg.mod +6% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ---------- misc Psi/ret +0.04 Hate/m.crit +1.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Kheliresarab the linen wizard hat (Corpses) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +1 Mag +3 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning ---------- misc Light +1 See.Invis +12 Curse of Corpses A pointy cloth hat, very wizardly... |
| On hands | Dimhunter the hardened leather gloves (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +12% lightning +6% light +15% darkness Res.pen +10% darkness ----- def ----- Armour +2 Phys.save +13 (+6 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +27% ---------- misc Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+2 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 101 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Delygador the Skykarma0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +2 Mag +3 Wil dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +3% fire Mind.save +6 (+2 eff.) ---------- misc Infravis +2 See.Invis +6 Rings make your fingers look great! |
| On fingers | copper ring 'Velokira'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +6 Dex +2 Mag +4 Cun dps ---------- Acc +6 (+3 eff.) ----- def ----- Max.HP +40.00 Confus- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
| Around neck | grounding copper amulet of mastery (0.10 Cursed / Force of will)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% ---------- misc Masteries +0.10 Cursed/Force of will Amulets make your neck look great! |
| In main hand | Eye of Winter (Misfortune) (8-9 power, 21 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 70% Wil, 42% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +21 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +11 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 Curse of Misfortune This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Around waist | Mighty Girdle (Madness)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Hazewreath (Corpses) (2-3 power, 14 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Mind Uses 70% Wil, 42% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +14 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +1% Mind.pwr +3 (+0 eff.) Dmg.mod +3% cold ----- def ----- Max.HP +13.00 HP.reg +0.60 ---------- misc See.Invis +6 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak 'Tulin' (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Con dps ---------- Mind.pwr +15 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Crit.chn- 10.00% Heal.mod +5% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Erelarorach (Nightmares) (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Dmg.mod +12% light Melee Ret 2 arcane ----- def ----- Resists +18% light +7% all Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the psychic (heal 338; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
hateful steel waraxe of massacre (Madness) (19-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master/Psionic Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living Curse of Madness One-handed war axes. |
steel dagger (Misfortune) (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Curse of Misfortune Sharp, short and deadly. |
mossy mindstar (Corpses) (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Misfortune) (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of balance (Shrouds) (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
linen robe (Madness) (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour 'Hailsear' (Nightmares) (6 def, 11 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 5 fire Ranged+ 5 fire Dmg.mod +9% light +6% cold Melee Ret 2 cold ----- def ----- Armour +11 Defense +6 (+6 eff.) Fatigue +7% Resists +32% lightning +12% fire +17% physical +9% cold Curse of Nightmares A suit of armour made of leather. |
restful rough leather gloves (Shrouds) (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (Shrouds) (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+7 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. Curse of Shrouds This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
5 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. |
7 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
3 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
122 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. |
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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 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 of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- 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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alfred the Cornac Doomed level 19
32nd Dusk 122nd year of Ascendancy at 15:09 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Alfred the Cornac Doomed level 19
43rd Dusk 122nd year of Ascendancy at 20:37 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alfred the Cornac Doomed level 19
32nd Dusk 122nd year of Ascendancy at 14:14 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Alfred the Cornac Doomed level 10
4th Mirth 122nd year of Ascendancy at 07:14 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Alfred the Cornac Doomed level 19
32nd Dusk 122nd year of Ascendancy at 15:09 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Alfred the Cornac Doomed level 1
74th Pyre 122nd year of Ascendancy at 14:09 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Alfred the Cornac Doomed level 7
77th Pyre 122nd year of Ascendancy at 02:31 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Alfred the Cornac Doomed level 19
32nd Dusk 122nd year of Ascendancy at 15:09 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Alfred the Cornac Doomed level 13
7th Dusk 122nd year of Ascendancy at 10:01 see stats
Log
Melee retaliation hits Emeleriassra the cold drake for 2 arcane damage.
Emeleriassra the cold drake's Beyond the Flesh hits Alfred for (17 gestured), (18 deflected), 22 physical, 11 physical (33 total damage).
Alfred uses Hateful Whisper.
Emeleriassra the cold drake has heard the hateful whisper!
Alfred hits Emeleriassra the cold drake for 177 mind damage.
Melee retaliation hits Emeleriassra the cold drake for 2 arcane damage.
Emeleriassra the cold drake hits Alfred for (9 gestured), 35 physical, 11 physical, 26 lightning (72 total damage).
You have deflected 17 incoming damage!
You have deflected 2 incoming damage!
Snow giant feels pain again.
Melee retaliation hits Emeleriassra the cold drake for 2 arcane damage.
Emeleriassra the cold drake's Beyond the Flesh hits Alfred for (17 gestured), (17 deflected), 17 physical, (2 deflected), 9 physical (26 total damage).
Alfred uses Reproach.
Alfred hits Snow giant for 119 mind damage.
Alfred hits Emeleriassra the cold drake for 139 mind damage.
Emeleriassra the cold drake attacks Snow giant in a fit of paranoia.
Snow giant becomes paranoid!
Emeleriassra the cold drake hits Snow giant for 66 physical, 13 physical (79 total damage).
Talent Creeping Darkness is ready to use.
Snow giant has heard the hateful whisper!
You have deflected 12 incoming damage!
You have deflected 5 incoming damage!
Emeleriassra the cold drake's Beyond the Flesh hits Alfred for (18 gestured), (12 deflected), 12 physical, (5 deflected), 6 physical (19 total damage).
Melee retaliation hits Emeleriassra the cold drake for 2 arcane damage.
Hateful Whisper from Alfred hits Snow giant for 215 mind damage.
Snow giant casts Mind Disruption.
Alfred resists the effect 'Confused'!
You have deflected 1 incoming damage!
















































































