








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Female |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 22 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 20 on the 43rd Dusk 122nd year of Ascendancy at 16:55 0 / 6Killed by Assassin Lord at level 20 on the 45th Dusk 122nd year of Ascendancy at 12:59 Killed by Aeranne the rogue at level 21 on the 68th Dusk 122nd year of Ascendancy at 21:43 Killed by Aeranne the rogue at level 21 on the 68th Dusk 122nd year of Ascendancy at 23:30 Killed by thaurhereg at level 21 on the 71st Dusk 122nd year of Ascendancy at 18:35 Killed by blade horror at level 22 on the 72nd Dusk 122nd year of Ascendancy at 03:44 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 28 (base 16) |
| Constitution | 13 (base 10) |
| Magic | 71 (base 51) |
| Willpower | 13 (base 10) |
| Cunning | 49 (base 41) |
Resources
| Life | -88/342 |
| Insanity | 75/100 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 27 |
| Crit Chance | 27% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +39% |
| Temporal | +9% |
| Nature | +15% |
| Fire | +11% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +8% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 37.778941757013 (44.574340358689%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 9 |
| Spell Save | 33 |
| Mental Save | 33 |
Defense: Resistances
| Cold | + 28%( 70%) |
| Acid | + 10%( 70%) |
| Nature | + 10%( 70%) |
| Temporal | + 10%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 16%( 70%) |
| Fire | + 27%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 345 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Madness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Demented / Nether | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Demented / Rift | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Grand Oration |
| talent | Twofold Curse |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 Shax 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. The fortress's current energy level is: 23. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On hands | Toxinwing the hardened leather gloves (0 def, 7 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +8 Dex dps ---------- Dmg.mod +9% darkness +15% nature ----- def ----- Armour +7 Mind.save +7 (+4 eff.) Max.HP +44.00 ---------- misc Infravis +2 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. |
| On head | Shadowpride the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal +3% cold +9% blight +16% fire +5% arcane +3% nature A pointy cloth hat, very wizardly... |
| Tool | Relgederig the yew wand of lightning storm [power 272] (15 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +4 Str +3 Con ----- def ----- Crit.dmg- 15.00% Create a radius 3 storm for 5 turns. Each turn, creatures within take 54 lightning damage and will be dazed for 1 turn (272 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 53. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | insulating rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Resists +5% fire +5% cold Mind.save +5 (+3 eff.) A belt that goes around your waist. |
| 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 (+4 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. |
| In main hand | Tirig the dragonbone magestaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +8% Phys.pwr +6 (+3 eff.) Spell.pwr +22 (+7 eff.) Dmg.mod +30% darkness +9% temporal Acc +9 (+4 eff.) ----- def ----- Armour +11 Defense +12 (+4 eff.) Resists +5% arcane Die.at -60.00 life ---------- misc Mana/turn +0.29 Max.mana +66.00 Wards +3 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | elven-silk cloak 'Gegantir' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +5 Mag +3 Wil +3 Cun dps ---------- S.pwr/crit +2 Acc +4 (+2 eff.) Apr +6 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Defense +3 (+1 eff.) Resists +3% blight Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Xeratta the Bileminister2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Res.pen +5% acid Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +3% acid Crit.dmg- 5.00% Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
Inventory
grounding gold amulet of constitution (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +13% lightning Stun/Frz- +28% Amulets make your neck look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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. Uses 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? |
flaming dwarven-steel greatmaul of the mystic (42-62 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +2 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Massive two-handed mauls. |
truestriking dwarven-steel mace of erosion (26-36 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Nature/Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Res.pen +7% physical Acc +8 (+4 eff.) Apr +7 Blunt and deadly. |
Brenilen (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Spell.crit +9% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Defense +5 (+2 eff.) Resists +3% acid +2% physical +9% darkness +6% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of wizardry (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego+] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +10 (+3 eff.) Dmg.mod +15% temporal ---------- misc Max.mana +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm bonestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash bonestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% darkness ----- def ----- HP.reg +0.70 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blurring hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +10 (+3 eff.) Fatigue -7% Stealth +6 ---------- misc Max.enc +22 A belt that goes around your waist. |
cashmere cloak 'Boridir' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +8 Con dps ---------- Crit.mult +10.00% Phys.pwr +20 (+10 eff.) Acc +10 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+7 eff.) Mind.save +5 (+3 eff.) Die.at -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. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +7 (+2 eff.) Phys.save +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +9% all Poison- +28% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
eldritch pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +1% ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/turn +0.24 Max.mana +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emakira the Firerage (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire +15% cold ----- def ----- Armour +4 Fatigue +4% Resists +28% fire +14% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
45 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
8 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Xanosemira the Umbrabraze2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness Melee Ret 2 darkness 2 cold ----- def ----- Resists +3% cold ---------- misc Light +5 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. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
4 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. |
4 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. |
Achievements
Exterminator
Killed 1000 creatures.By ninjanuss the Cornac Cultist of Entropy level 21
71st Dusk 122nd year of Ascendancy at 21:40 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ninjanuss the Cornac Cultist of Entropy level 18
35th Dusk 122nd year of Ascendancy at 18:40 see stats
Level 10
Got a character to level 10.By ninjanuss the Cornac Cultist of Entropy level 10
3rd Mirth 122nd year of Ascendancy at 21:22 see stats
Level 20
Got a character to level 20.By ninjanuss the Cornac Cultist of Entropy level 20
43rd Dusk 122nd year of Ascendancy at 09:32 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By ninjanuss the Cornac Cultist of Entropy level 20
45th Dusk 122nd year of Ascendancy at 16:33 see stats
That was close
Killed your target while having only 1 life left.By ninjanuss the Cornac Cultist of Entropy level 16
33rd Dusk 122nd year of Ascendancy at 17:50 see stats
The Arena
Unlocked Arena mode.By ninjanuss the Cornac Cultist of Entropy level 12
1st Summertide 122nd year of Ascendancy at 14:16 see stats
The secret city
Discovered the truth about mages.By ninjanuss the Cornac Cultist of Entropy level 15
30th Dusk 122nd year of Ascendancy at 01:06 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ninjanuss the Cornac Cultist of Entropy level 20
43rd Dusk 122nd year of Ascendancy at 21:22 see stats
Log
Nethergate HEALS from temporal damage!
Onilug's Channel Staff hits ninjanuss for 0 blight damage.
Fatebreaker from Ninjanuss hits Nethergate for 32 temporal, 9 healing, 38 darkness, 10 healing (70 total damage) [19 healing].
Ninjanuss's unstable rift area effect hits Nethergate for 78 temporal, 21 healing (78 total damage) [21 healing].
Nethergate HEALS from temporal damage!
Nethergate HEALS from darkness damage!
Prophecy of Ruin from Ninjanuss hits Nethergate for 78 darkness, 21 healing (78 total damage) [21 healing].
Entropic Gift from Ninjanuss hits Nethergate for 48 temporal, 13 healing, 45 darkness, 12 healing (92 total damage) [25 healing].
Ninjanuss loses 2 health to the entropy.
Ninjanuss stops wasting away.
Ninjanuss is no longer cursed.
Ninjanuss speeds up.
Ninjanuss's black hole pulls Onilug in!
Ninjanuss's black hole pulls Dredgling in!
Nethergate HEALS from darkness damage!
Nethergate HEALS from temporal damage!
Dark Whispers from Nethergate hits ninjanuss for 0 darkness damage.
Fatebreaker from Ninjanuss hits Nethergate for 15 temporal, 4 healing, 25 darkness, 7 healing (41 total damage) [11 healing].
Ninjanuss's black hole hits Dredgling for 30 temporal, 50 darkness (81 total damage).
Ninjanuss's black hole hits Nethergate for 35 temporal, 10 healing, 33 darkness, 9 healing (68 total damage) [18 healing].
Ninjanuss's black hole hits Onilug for 39 temporal, 36 darkness (75 total damage).
Skeleton archer shoots!
Onilug casts Channel Staff.
Nethergate uses Summon.
Nethergate summons Bloated horror!
Nethergate summons Blade horror!
Blade horror uses Psionic Pull.
Ninjanuss is pulled in!
Blade horror hits ninjanuss for 39 physical damage.
ninjanuss the level 22 cornac cultist of entropy was ground to death by a blade horror on level 1 of Dreadfell.























































































