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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 27 / 2% |
Size | medium |
Lifes / Deaths | Killed by Geriagamina the cold drake at level 23 on the 42nd Haze 122nd year of Ascendancy at 15:08 2 / 5Killed by Xanogatira the elven corruptor at level 26 on the 50th Haze 122nd year of Ascendancy at 08:45 Killed by elven cultist at level 26 on the 51st Haze 122nd year of Ascendancy at 09:34 Killed by Ivoth the mean looking elven guard at level 27 on the 51st Haze 122nd year of Ascendancy at 16:48 Killed by Necroyote at level 27 on the 51st Haze 122nd year of Ascendancy at 16:53 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 13 (base 10) |
Magic | 75 (base 57) |
Willpower | 71 (base 52) |
Cunning | 13 (base 11) |
Resources
Life | 313/313 |
Mana | 658/658 |
Soul | 18/18 |
Healing Factor | 1.0283363011315 |
Regeneration | 0.25708407528288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 16.54677130326 |
See Invisible | 16.54677130326 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 36 |
Accuracy | 15 |
Crit Chance | 12% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Light | +8% |
Temporal | +11% |
Darkness | +79% |
Cold | +15% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +7% |
Darkness | +55% |
Fire | +45% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 3 |
Physical Save | 38 |
Spell Save | 46 |
Mental Save | 40 |
Defense: Resistances
Acid | + 13%( 74%) |
Arcane | + 16%( 74%) |
Cold | + 21%( 74%) |
All | + 7%( 74%) |
Darkness | + 45%( 74%) |
Light | + 10%( 74%) |
Temporal | + 20%( 74%) |
Physical | + 14%( 74%) |
Fire | + 13%( 74%) |
Nature | + 13%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 0% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 131 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 Willpower stat. |
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 (107 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 304 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. |
Class Talents
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Glacial waste | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
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 failed to protect the repented thief from death by Salera the snow giant chieftain. Escort: repented thief (level 2 of Daikara) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | 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 |
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: * You've found the needed sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed honey tree root. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | pair of hardened leather boots 'Yvayath' (0 def, 3 armour) pair of hardened leather boots 'Yvayath' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +3 Mag +6 Wil +3 Con +9 Lck dps ---------- Spell.crit +1% Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 Resists +6% temporal +3% light +6% cold Crit.chn- 5.00% Stealth +8 Disease- +20% ---------- misc Mana/turn +0.33 Max.mana +32.00 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Zubyvea the Deepsquake Zubyvea the Deepsquake2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Dmg.mod +3% darkness Apr +4 ----- def ----- Resists +5% arcane Max.HP +42.00 ---------- misc Stam/turn +1.00 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. |
On head | hardened leather cap 'Elikira' (0 def, 3 armour) hardened leather cap 'Elikira' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% Phys.pwr +8 (+4 eff.) Apr +5 Melee Ret 8 acid ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +8 (+3 eff.) Die.at -60.00 life A cap made of leather. |
Tool | dwarven-steel pickaxe 'Pitchdeath' (dig speed 24 turns) dwarven-steel pickaxe 'Pitchdeath' (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Wil +2 Cun dps ---------- Dmg.mod +6% darkness Res.pen +20% darkness Melee Ret 10 mind ----- def ----- Phys.save +8 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +11 (+4 eff.) Max.HP +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | savior's copper ring of darkness (+22%) savior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +9 (+3 eff.) Rings make your fingers look great! |
On fingers | wizard's copper ring of power wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Around waist | Heatoblivion the rough leather belt Heatoblivion the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +3% temporal +12% darkness +6% fire Res.pen +5% fire +5% temporal Melee Ret 4 fire ----- def ----- Mind.save +7 (+3 eff.) A belt that goes around your waist. |
In main hand | elven-wood starstaff 'Ce'Newen' (25-30 power, 5 apr, darkness element) elven-wood starstaff 'Ce'Newen' (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +9% Spell.pwr +28 (+7 eff.) Dmg.mod +12% acid +25% darkness ----- def ----- Resists +6% acid Phys.save +9 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Mana/turn +0.35 Max.mana +39.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | linen robe 'Fogreek' (0 def, 0 armour) linen robe 'Fogreek' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Res.pen +20% darkness +25% fire Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +7% all ---------- misc Mana/turn +0.13 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Firespawn the linen cloak (1 def, 0 armour) Firespawn the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +5% darkness +15% fire ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +6% fire +6% nature +11% darkness Stealth +7 Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Glacierkill' gold amulet 'Glacierkill'0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Melee+ 7 light 9 darkness Dmg.mod +15% cold +8% light +7% darkness On Melee Ret: * 8% chance to reduce damage dealt by 22% * 8% chance to blind ----- def ----- Armour +4 Defense +7 (+5 eff.) Resists +9% cold Res.Cap +4% all Phys.save +12 (+4 eff.) Amulets make your neck look great! |
Inventory
shatter afflictions rune of the psychic (absorb 92; cd 15) shatter afflictions rune of the psychic (absorb 92; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 92 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 275; dur 4; cd 18) shielding rune of the wizard (absorb 275; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 275 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Glyrewyn the copper amulet Glyrewyn the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str ----- def ----- Armour +2 Defense +10 (+6 eff.) Resists +3% blight +2% physical Stun/Frz- +10% Amulets make your neck look great! |
iron greatmaul 'Coalsear' (20-29 power, 1 apr) iron greatmaul 'Coalsear' (20-29 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +4 darkness +10 fire While equipped: Stats +1 Cun +3 Con dps ---------- Res.pen +15% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +12% darkness Massive two-handed mauls. |
yew bonestaff 'Lightningsage' (20-24 power, 4 apr, darkness element) yew bonestaff 'Lightningsage' (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: dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Dmg.mod +3% lightning +20% darkness ----- def ----- Defense +10 (+6 eff.) Resists +3% light +3% physical Crit.chn- 15.00% Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blood-soaked pair of rough leather boots of phasing (0 def, 1 armour) blood-soaked pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Dmg.mod +10% blight Apr +4 ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. It was corrupted by the digestive sack. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
9 agate 9 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. |
127 alchemist agate 127 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. |
onyx 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 aquamarine 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 Chest 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. |
3 amethyst 3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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. |
7 zircon 7 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
By Necroyote the Cornac Necromancer level 21
23rd Haze 122nd year of Ascendancy at 17:31 see stats
By Necroyote the Cornac Necromancer level 19
39th Dusk 122nd year of Ascendancy at 00:52 see stats
By Necroyote the Cornac Necromancer level 26
47th Haze 122nd year of Ascendancy at 18:06 see stats
By Necroyote the Cornac Necromancer level 22
30th Haze 122nd year of Ascendancy at 04:10 see stats
By Necroyote the Cornac Necromancer level 26
51st Haze 122nd year of Ascendancy at 08:46 see stats
By Necroyote the Cornac Necromancer level 10
1st Mirth 122nd year of Ascendancy at 04:19 see stats
By Necroyote the Cornac Necromancer level 20
12nd Haze 122nd year of Ascendancy at 04:49 see stats
By Necroyote the Cornac Necromancer level 19
34th Dusk 122nd year of Ascendancy at 16:40 see stats
By Necroyote the Cornac Necromancer level 5
76th Pyre 122nd year of Ascendancy at 17:01 see stats
By Necroyote the Cornac Necromancer level 11
2nd Mirth 122nd year of Ascendancy at 22:18 see stats
By Necroyote the Cornac Necromancer level 11
5th Mirth 122nd year of Ascendancy at 08:21 see stats
By Necroyote the Cornac Necromancer level 22
29th Haze 122nd year of Ascendancy at 07:15 see stats
By Necroyote the Cornac Necromancer level 16
21st Dusk 122nd year of Ascendancy at 12:18 see stats
By Necroyote the Cornac Necromancer level 27
51st Haze 122nd year of Ascendancy at 16:53 see stats
Log
Necroyote's desolate waste area effect hits Skeleton mage for 20 teleported damage.
Necroyote's desolate waste area effect hits Ivoth the mean looking elven guard for (20 teleported), 0 cold (0 total damage).
Necroyote's desolate waste area effect hits Skeleton mage for 20 teleported damage.
Necroyote's desolate waste area effect hits Ivoth the mean looking elven guard for (20 teleported), 0 cold (0 total damage).
Ivoth the mean looking elven guard's arcane area effect hits Ghoul for (83 resilience), 301 fire (301 total damage).
Ivoth the mean looking elven guard's arcane area effect hits Skeleton warrior for 285 fire damage.
Ivoth the mean looking elven guard's arcane area effect hits Armoured skeleton warrior for 338 fire damage.
Ivoth the mean looking elven guard's arcane area effect hits Skeleton warrior for 384 fire damage.
Ivoth the mean looking elven guard's arcane area effect hits Necroyote for 188 fire damage.
Ivoth the mean looking elven guard's arcane area effect hits Armoured skeleton warrior for 384 fire damage.
Necroyote the level 27 cornac necromancer was slowly cooked to death by Ivoth the mean looking elven guard on level 2 of Dark crypt.
You have 2 life(s) left.
Ghoul slows down.
Ghoul is no longer paranoid
Ghoul deactivates Bone Shield.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ivoth the mean looking elven guard's arcane area effect killed Skeleton warrior!
Ivoth the mean looking elven guard's arcane area effect killed Armoured skeleton warrior!
Necroyote's desolate waste area effect killed Skeleton mage!
Ivoth the mean looking elven guard's arcane area effect killed Skeleton warrior!
Ivoth the mean looking elven guard's arcane area effect killed Necroyote!
Ivoth the mean looking elven guard's arcane area effect killed Armoured skeleton warrior!
Saving game...
Saving done.
Necroyote's spell attains critical power!
Necroyote is surging arcane power.
Necroyote unleashes a blast of frostdusk as he crosses the veil!
New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!