










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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 30 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Gaba the minotaur at level 17 on the 74th Dusk 122nd year of Ascendancy at 21:18 1 / 6Killed by elven cultist at level 25 on the 71st Haze 122nd year of Ascendancy at 08:16 Killed by elven corruptor at level 25 on the 71st Haze 122nd year of Ascendancy at 15:07 Killed by Grand Corruptor at level 30 on the 1st Pyre 123rd year of Ascendancy at 03:47 Killed by Grand Corruptor at level 30 on the 1st Pyre 123rd year of Ascendancy at 05:29 Killed by Claude at level 30 on the 1st Pyre 123rd year of Ascendancy at 05:34 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 41 (base 28) |
| Magic | 84 (base 60) |
| Willpower | 42 (base 17) |
| Cunning | 52 (base 37) |
Resources
| Life | 582/582 |
| Insanity | 98/100 |
| Healing Factor | 1.6681403954778 |
| Regeneration | 25.772769110132 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | -3.663735981263E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 8 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 15 |
| Crit Chance | 20% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Blight | +18% |
| Arcane | +30% |
| Cold | +14% |
| All | +6% |
| Darkness | +40% |
| Temporal | +35% |
| Physical | +16% |
| Fire | +11% |
| Nature | +9% |
Offense: Damage Penetration
| All | +25% |
Defense: Base
| Armour (hardiness) | 50.482114520849 (51.69962066283%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 41 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 34%( 70%) |
| All | + 24%( 70%) |
| Darkness | + 40%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 30%( 70%) |
| Fire | + 48%( 70%) |
| Physical | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 47% |
| Confusion Resistance | 14% |
| Disarm Resistance | 34% |
| Knockback Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 56% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 110 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. |
Class Talents
| Demented / Chronophage | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Demented / Madness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Entropy | 1.50 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Demented / Nether | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Demented / Doom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lone alchemist from death by white wolf. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | 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 Shardskin. * 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. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 7. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
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 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. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Sootedge the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +3 Damage when hit (Melee): 8 lightning Changes stats: +4 Dex / +3 Cun / +1 Con Changes damage: +9% darkness Physical save: +13 (+7 eff.) Mental save: +13 (+7 eff.) Stamina each turn: +1.00 A pair of boots made of leather. |
| Light source | watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +20% Confusion immunity: +14% Light radius: +8 See stealth: +8 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Ce'Nilratha the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +3 Fatigue: +3% Changes stats: +7 Dex / +2 Mag Changes resistances: +5% arcane / +6% blight Critical mult.: +15.00% A cap made of leather. |
| Tool | Hetturain the yew totem of thorny skin [power 41] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Defense: +20 (+5 eff.) Changes resistances: +6% light / +6% darkness Reduces incoming crit damage: 15.00% Spell save: +12 (+4 eff.) Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 77. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold emerald ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +8 Str / +5 Mag / +4 Cun / +7 Con Changes resistances: +3% all / +18% fire Changes damage: +3% nature Disarm immunity: +34% Pinning immunity: +30% Knockback immunity: +28% Maximum life: +25.00 Spellpower: +11 (+3 eff.) Rings make your fingers look great! |
| On fingers | gold garnet ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Life regen: +11.00 Maximum life: +62.00 Spell crit. chance: +3% Mental crit. chance: +3% Healing mod.: +13% Rings make your fingers look great! |
| Around waist | noble's hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Wil Damage against: +17% Summoned Reduced damage from: +21% Summoned A belt that goes around your waist. |
| In main hand | lifebinding elven-wood vilestaff (129% power, 5 apr, darkness element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +25% darkness Talent granted: +1 Command Staff Life regen: +1.20 Spellpower: +16 (+4 eff.) Spell crit. chance: +4% Healing mod.: +12% Staves designed for wielders of magic, by the greats of the art. |
| On hands | temporal drakeskin leather gloves of spellstriking (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 9 arcane / 5 temporal Damage (Ranged): 7 temporal Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane / +8% temporal Changes damage: +4% arcane / +6% temporal Spellpower: +4 (+1 eff.) 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 | timebroken silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +11% acid / +13% physical / +14% fire / +14% cold / +13% all Changes damage: +17% acid / +10% physical / +23% temporal / +5% fire / +20% arcane / +8% cold Talent cooldown: Refit Golem (-4 turns) Maximum mana: +66.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled cashmere cloak of mindcraft (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +6 Wil / +3 Cun Spell save: +7 (+2 eff.) Maximum mana: +53.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Falyrador'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +4 Defense: +25 (+6 eff.) Changes stats: +4 Wil Changes resistances: +21% light / +16% darkness Changes damage: +12% blight Critical mult.: +10.00% Blindness immunity: +36% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 52.59 physical damage and 98.83 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 215; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 215 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 680%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 680% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 112; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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 112 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blurring rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +6% blight Stealth bonus: +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Aravena the Sparkbloom (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 8 temporal Damage (Ranged): 11 temporal Damage when hit (Melee): 10 acid Changes resistances: +12% lightning / +9% temporal / +6% acid Changes resistances penetration: +10% acid Changes damage: +21% acid / +6% temporal 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. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 80 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 5 fire Changes resistances: +18% fire Talent granted: +1 Block Handheld deflection devices. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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 lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 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. |
Salyra the Coalhunt (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Physical power: +20 (+7 eff.) Armour: +4 Changes stats: +5 Str Changes resistances penetration: +15% darkness / +10% mind Physical save: +18 (+9 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
2 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. |
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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 9 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
This item will automatically be transmogrified when you leave the level.Rod of Entropy (1/1) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 134% of the healing done. This effect scales with your Magic stat. Activation costs 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)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Airimmortal the ash totem of healing [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes resistances: +3% darkness / +9% lightning Changes resistances penetration: +10% lightning Changes damage: +3% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 30% for 2 turns. * Increase the duration of 1 beneficial effects by 1. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 278] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Claude the Cornac Cultist of Entropy level 20
18th Haze 122nd year of Ascendancy at 11:39 see stats
Exterminator
Killed 1000 creatures.By Claude the Cornac Cultist of Entropy level 19
17th Haze 122nd year of Ascendancy at 17:57 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Claude the Cornac Cultist of Entropy level 25
65th Haze 122nd year of Ascendancy at 12:30 see stats
Fear me not!
Survived the Fearscape!By Claude the Cornac Cultist of Entropy level 28
62nd Regrowth 123rd year of Ascendancy at 18:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Claude the Cornac Cultist of Entropy level 28
13rd Regrowth 123rd year of Ascendancy at 21:47 see stats
Level 10
Got a character to level 10.By Claude the Cornac Cultist of Entropy level 10
4th Mirth 122nd year of Ascendancy at 05:58 see stats
Level 20
Got a character to level 20.By Claude the Cornac Cultist of Entropy level 20
18th Haze 122nd year of Ascendancy at 10:32 see stats
Level 30
Got a character to level 30.By Claude the Cornac Cultist of Entropy level 30
1st Time of Balance 123rd year of Ascendancy at 08:21 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Claude the Cornac Cultist of Entropy level 21
29th Haze 122nd year of Ascendancy at 08:55 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Claude the Cornac Cultist of Entropy level 26
72nd Haze 122nd year of Ascendancy at 06:02 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Claude the Cornac Cultist of Entropy level 28
62nd Regrowth 123rd year of Ascendancy at 09:22 see stats
The secret city
Discovered the truth about mages.By Claude the Cornac Cultist of Entropy level 12
12nd Dusk 122nd year of Ascendancy at 15:28 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Claude the Cornac Cultist of Entropy level 28
61st Regrowth 123rd year of Ascendancy at 15:29 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Claude the Cornac Cultist of Entropy level 28
60th Regrowth 123rd year of Ascendancy at 11:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Claude the Cornac Cultist of Entropy level 19
17th Haze 122nd year of Ascendancy at 13:33 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Claude the Cornac Cultist of Entropy level 30
1st Pyre 123rd year of Ascendancy at 05:34 see stats
Log
Grand Corruptor casts Drain.
Grand Corruptor's spell attains critical power!
Claude's void star absorbs the damage from Grand Corruptor, converting it into entropy!
Grand Corruptor hits Claude for (127 to entropy), 116 blight (117 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Claude casts Anarchic Walk.
Claude is out of phase.
Claude loses 12 health to the entropy.
Rotting Disease from Grand Corruptor hits Claude for 16 blight damage.
Rift Cutter hits Grand Corruptor for 111 temporal damage.
Grand Corruptor casts Rune: Biting Gale.
Claude is encased in ice!
Grand Corruptor hits Claude for 54 cold damage.
Grand Corruptor casts Blood Grasp.
Grand Corruptor's spell attains critical power!
Grand Corruptor's Blood Grasp hits Claude for (54 to ice), 82 blight (82 total damage).
Grand Corruptor receives 16 healing from Grand Corruptor's Blood Grasp.
Claude the level 30 cornac cultist of entropy was fouled to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Grand Corruptor's Blood Grasp killed Claude!
Saving game...
Talent Infusion: Healing is ready to use.
Talent Rift Cutter is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed!











































































