










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Higher |
| Class | Necromancer |
| Level / Exp | 26 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Glilaith the elven warrior at level 26 on the 50th Haze 122nd year of Ascendancy at 15:54 3 / 4Killed by armoured skeleton warrior at level 26 on the 52nd Haze 122nd year of Ascendancy at 00:48 Killed by armoured skeleton warrior at level 26 on the 52nd Haze 122nd year of Ascendancy at 01:07 Killed by SAUSAGESLOP at level 26 on the 52nd Haze 122nd year of Ascendancy at 01:47 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 46 (base 32) |
| Magic | 75 (base 57) |
| Willpower | 48 (base 28) |
| Cunning | 21 (base 13) |
Resources
| Life | 455/455 |
| Mana | 485/485 |
| Soul | 14/14 |
| Healing Factor | 1.4567804250993 |
| Regeneration | 10.56165808197 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 31.051968732286 |
| See Invisible | 31.051968732286 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 16 |
| Crit Chance | 23% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +3% |
| Arcane | +3% |
| Cold | +36% |
| All | 0% |
| Darkness | +65% |
| Light | +3% |
| Physical | +8% |
| Mind | +6% |
| Fire | +9% |
| Nature | +11% |
Offense: Damage Penetration
| Acid | +10% |
| Lightning | +25% |
| Cold | +25% |
| Darkness | +21% |
| Blight | +20% |
| Arcane | +15% |
| Fire | +35% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 44 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 63%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 40%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 29%( 70%) |
| Mind | + 25%( 70%) |
| Lightning | + 38%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Knockback Resistance | 25% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 58% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 289 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 120 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 281.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 / Eradication | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
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 defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (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 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 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 |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. * You've found the needed honey tree root. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | active |
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 | pair of hardened leather boots 'Glowlore' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 acid / 4 light Changes stats: +8 Lck / +5 Dex Changes resistances: +3% mind / +9% light Changes damage: +3% light / +6% mind Stealth bonus: +8 A pair of boots made of leather. |
| Light source | Thunderjam the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +4 Wil Changes resistances: +12% lightning Changes resistances penetration: +25% lightning / +5% nature Critical mult.: +13.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Bleakblast the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +15% acid Changes resistances penetration: +15% darkness Changes damage: +10% acid / +15% darkness Mental save: +6 (+3 eff.) Psi when hit: +0.08 Mindpower: +25 (+8 eff.) A pointy cloth hat, very wizardly... |
| Tool | Poroseda the Hellsrazor [power 73] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +4 Cun Changes resistances: +6% fire Changes resistances penetration: +10% acid / +20% fire Psi when hit: +0.08 Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.56 cold and 15.54 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Eilinylaith the GalemistressCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +1 Str / +3 Dex / +3 Wil / +4 Cun / +8 Con Changes resistances: +15% lightning Mental crit. chance: +10% A belt that goes around your waist. |
| In main hand | Lelyrain (37-44 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +20% blight / +15% arcane Changes damage: +3% blight / +37% darkness / +3% arcane Talent granted: +1 Command Staff Physical save: +9 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +30.00 Spellpower: +26 (+8 eff.) Spell crit. chance: +12% It can be used to conjure elemental energy in a radius 10 cone, dealing 38.87 to 46.65 darkness damage Activation puts all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Barkwake' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +3% temporal / +5% arcane / +9% darkness Changes damage: +3% nature Life regen: +4.00 Stamina each turn: +0.90 Maximum stamina: +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Isaletta the elven-silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +6% darkness / +9% fire / +31% cold / +6% nature / +15% all Changes damage: +21% cold Physical save: +6 (+3 eff.) Blindness immunity: +20% Maximum life: +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Rimedream (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 2 cold Changes resistances: +9% fire / +15% darkness / +9% mind Changes resistances penetration: +25% cold / +6% darkness / +15% fire Changes damage: +13% darkness / +9% fire Stealth bonus: +11 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 steel amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% temporal Pinning immunity: +22% Knockback immunity: +25% Amulets make your neck look great! |
Inventory
protective copper amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Changes resistances cap: +2% all Physical save: +9 (+4 eff.) Blindness immunity: +13% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+7 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
yew longbow 'Korirain'Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +24 (+13 eff.) Armour penetration: +9 Effects on ranged hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +2 Dex / +8 Con Changes resistances penetration: +10% mind / +12% all Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 152 life over 5 turns Activation puts all charms on cooldown for 17 turns. Longbows are used to shoot arrows at your foes. |
Bleakwhisper (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +21% darkness Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +16% Infravision radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+5 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+4 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 8 power out of 20/20) : Effective talent level: 2.0 Power cost: 8 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Crystal Shard (16-19 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 39 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Eclipsesun the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +15% blight Changes damage: +6% darkness / +6% physical Damage against: +20% Summoned Reduced damage from: +18% Summoned Silence immunity: +20% Life regen: +4.00 A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Eradorodil'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Str / +3 Mag Changes resistances: +10% lightning / +7% temporal Changes resistances penetration: +5% mind Reduces incoming crit damage: 15.00% Maximum hate: +8.00 A belt that goes around your waist. |
Splendourwreath (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 light Changes resistances: +6% acid / +12% fire / +3% light Changes resistances penetration: +10% light Physical save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven woollen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Changes damage: +5% all Spell save: +16 (+6 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 85 power out of 100/100. The very essence of bearness! |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
109 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Infernocrypt the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 4 cold Changes stats: +2 Str / +2 Dex / +1 Wil Changes resistances penetration: +5% fire Changes damage: +9% mind Critical mult.: +15.00% Equilibrium when hit: +0.12 Mindpower: +5 (+2 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+6 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+6 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Radhadas the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 10 fire Changes stats: +2 Mag / +3 Wil / +2 Con Changes resistances: +5% fire Changes resistances penetration: +5% physical Critical mult.: +5.00% Light radius: +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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 159.97 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Skyraven the elm totem of stinging [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Cun Changes resistances penetration: +10% mind Changes damage: +3% lightning Psi when hit: +0.04 It can be used to sting an enemy dealing 129 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Betharithra the Jetgore [power 200] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes resistances: +12% temporal / +3% fire / +3% nature / +6% darkness Changes damage: +6% darkness Spell save: +12 (+4 eff.) It can be used to create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Deepszephyr the dragonbone wand of conjuration [power 390] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 6 darkness Maximum wards: +4 light / +4 fire / +5 nature / +4 temporal Changes resistances penetration: +10% darkness Changes damage: +9% light Talent granted: +1 Ward Spell save: +15 (+5 eff.) It can be used to fire a magical bolt dealing 429 acid damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By SAUSAGESLOP the Higher Necromancer level 24
14th Haze 122nd year of Ascendancy at 12:32 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By SAUSAGESLOP the Higher Necromancer level 25
46th Haze 122nd year of Ascendancy at 07:15 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By SAUSAGESLOP the Higher Necromancer level 19
78th Dusk 122nd year of Ascendancy at 16:23 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 SAUSAGESLOP the Higher Necromancer level 24
14th Haze 122nd year of Ascendancy at 10:32 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By SAUSAGESLOP the Higher Necromancer level 10
4th Mirth 122nd year of Ascendancy at 20:49 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By SAUSAGESLOP the Higher Necromancer level 20
1st Haze 122nd year of Ascendancy at 15:02 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By SAUSAGESLOP the Higher Necromancer level 18
58th Dusk 122nd year of Ascendancy at 07:10 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By SAUSAGESLOP the Higher Necromancer level 20
2nd Haze 122nd year of Ascendancy at 02:52 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By SAUSAGESLOP the Higher Necromancer level 17
49th Dusk 122nd year of Ascendancy at 05:34 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By SAUSAGESLOP the Higher Necromancer level 24
14th Haze 122nd year of Ascendancy at 12:32 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By SAUSAGESLOP the Higher Necromancer level 13
10th Dusk 122nd year of Ascendancy at 03:56 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By SAUSAGESLOP the Higher Necromancer level 25
47th Haze 122nd year of Ascendancy at 07:01 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By SAUSAGESLOP the Higher Necromancer level 18
55th Dusk 122nd year of Ascendancy at 20:44 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By SAUSAGESLOP the Higher Necromancer level 26
52nd Haze 122nd year of Ascendancy at 01:47 see stats
Log
Skeleton master archer is free from the decrepitude disease.
Skeleton master archer drops its additional bones.
Skeleton master archer deactivates Bone Shield.
Armoured skeleton warrior drops its additional bones.
The shield around heavy bone giant crumbles.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Armoured skeleton warrior killed SAUSAGESLOP!
Saving game...
Saving done.
Talent Invoke Darkness is ready to use.
Talent Consume Soul is ready to use.
Talent River of Souls is ready to use.
Talent Call of the Crypt is ready to use.
Heavy bone giant activates Bone Shield.
Ghoul activates Bone Shield.
Armoured skeleton warrior activates Bone Shield.
Talent Rune: Biting Gale is ready to use.
Your summoned ghoul disappears.
Armoured skeleton warrior activates Bone Shield.
Skeleton master archer activates Bone Shield.
Talent Torture Souls is ready to use.
Talent Reaping is ready to use.
Heavy bone giant activates Ruin.
Armoured skeleton warrior activates Ruin.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!
















































































































