










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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 1.7.0Official 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 | Necromancer |
| Level / Exp | 14 / 99% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 11 (base 10) |
| Constitution | 30 (base 28) |
| Magic | 39 (base 29) |
| Willpower | 22 (base 13) |
| Cunning | 27 (base 19) |
Resources
| Life | 138/140 |
| Mana | 231/251 |
| Soul | 12/12 |
| Healing Factor | 1.2592147729953 |
| Regeneration | 1.5740184662441 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 8 |
| See Stealth | 41.237882550305 |
| See Invisible | 53.237882550305 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 5 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +35% |
| Temporal | +18% |
| Physical | +15% |
| Cold | +49% |
| Fire | +15% |
Offense: Damage Penetration
| Mind | +5% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 8 |
| Physical Save | 16 |
| Spell Save | 32 |
| Mental Save | 26 |
Defense: Resistances
| Nature | + 16%( 70%) |
| Acid | + 10%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 18%( 70%) |
| Cold | + 54%( 70%) |
| Fire | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 29% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 208 life over 5 turns. Its effects scale with your Cunning 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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. | active |
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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+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. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Fireward' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- Dmg.mod +9% fire ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +3 Infravis +3 A cap made of leather. |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+8 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 69 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 30 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | Searslice the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire +3% temporal ----- def ----- HP.reg +1.00 Stun/Frz- +29% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.04 Psi/ret +0.16 Max.hate +2.00 Rings make your fingers look great! |
| On fingers | Demonkill0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Melee Ret 2 darkness ----- def ----- Resists +3% acid Mind.save +6 (+3 eff.) Confus- +21% ---------- misc Infravis +3 See.Invis +6 Rings make your fingers look great! |
| Around waist | Isseyakan1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +12% temporal +9% cold +6% fire Spell.save +3 (+2 eff.) A belt that goes around your waist. |
| In main hand | greater ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) Dmg.mod +15% physical +15% temporal +15% darkness +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Yveda the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Mind.pwr +15 (+8 eff.) Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +6% cold ---------- misc Infravis +2 See.Invis +6 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 | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+9 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | regal linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
Inventory
Eilinumissra0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature Res.pen +5% blight +25% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 * 20% chance to reduce armor by 30% ----- def ----- Resists +6% acid +3% temporal +20% nature Rings make your fingers look great! |
Rhamanik the elm starstaff (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +13% temporal ----- def ----- Defense +15 (+10 eff.) Phys.save +9 (+6 eff.) ---------- misc Max.stam +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Rainparry' (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Str +2 Mag dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid +9% cold Res.pen +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of power (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+5 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing dwarven-steel longsword of daylight (23-32 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 light Against +10% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage Sharp, long, and deadly. |
truestriking steel waraxe of massacre (18-25 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +6 (+6 eff.) Apr +6 One-handed war axes. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 121.19 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
acidic dwarven-steel shield (0 def, 6 armour, 87 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 2 acid ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% acid +10% physical +8% fire +8% cold ----- def ----- Resists +12% acid +11% physical +10% fire +12% cold +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
Ulusaneg the Umbramarrow (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Wil +5 Mag dps ---------- Crit.mult +10.00% Spell.pwr +5 (+2 eff.) Dmg.mod +7% acid +6% blight Res.pen +25% darkness ----- def ----- Armour +3 Resists +6% darkness Disease- +27% ---------- misc Hate/m.crit +1.00 Max.hate +4.00 A pair of boots made of leather. |
Runybers (0 def, 2 armour)1.5 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 10 blight Dmg.mod +5% blight ----- def ----- Armour +2 Fatigue +3% Resists +11% blight +3% physical +9% nature +9% fire Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
8 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
3 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. |
7 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. |
2 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. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 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. |
miner's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 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 Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Elivea the ash totem of thorny skin [power 29] (17 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% acid +9% fire +5% arcane Spell.save +12 (+6 eff.) Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Zerev the Cornac Necromancer level 10
4th Mirth 122nd year of Ascendancy at 14:34 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Zerev the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 14:44 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Zerev the Cornac Necromancer level 9
2nd Mirth 122nd year of Ascendancy at 08:53 see stats
Log
Talent Vitality is ready to use.
Talent Call of the Crypt is ready to use.
Your summoned ghoul disappears.
Zerev regains balance.
Talent Infusion: Regeneration is ready to use.
Talent Hiemal Shield is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted to the east (copperhead snake)).
Zerev casts Invoke Darkness.
Zerev hits Copperhead snake for 117 darkness damage.
Talent Invoke Darkness is ready to use.
Zerev casts Invoke Darkness.
Zerev hits Copperhead snake for 117 darkness damage.
Copperhead snake bites poison into ghoul.
Copperhead snake performs a melee critical strike against Ghoul!
Ghoul is poisoned!
Copperhead snake hits Ghoul for 21 nature damage.
Poison from Copperhead snake hits Ghoul for 21 nature damage.
Ghoul bites poison into copperhead snake.
Ghoul hits Copperhead snake for 17 nature damage.
Ghoul killed Copperhead snake!
Poison from Copperhead snake hits Ghoul for 21 nature damage.
Talent Invoke Darkness is ready to use.
























































































