










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 23 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 8 on the 79th Pyre 122nd year of Ascendancy at 07:52 0 / 6Killed by elven cultist at level 8 on the 79th Pyre 122nd year of Ascendancy at 08:55 Killed by grampire at level 9 on the 1st Mirth 122nd year of Ascendancy at 17:30 Killed by grampire at level 17 on the 24th Haze 122nd year of Ascendancy at 01:17 Killed by Porynne the luminous horror at level 22 on the 59th Haze 122nd year of Ascendancy at 18:00 Killed by Adaldata the bandit at level 23 on the 60th Haze 122nd year of Ascendancy at 23:49 |
Primary Stats
| Strength | 63 (base 37) |
| Dexterity | 25 (base 13) |
| Constitution | 21 (base 18) |
| Magic | 55 (base 51) |
| Willpower | 25 (base 11) |
| Cunning | 17 (base 11) |
Resources
| Life | -126/549 |
| Stamina | 270/270 |
| Vim | 86/217 |
| Healing Factor | 1.354804467222 |
| Regeneration | 15.536283871821 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Stealth | 7 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 44 |
| Crit Chance | 31% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Physical | +8% |
| Cold | +26% |
| All | +2% |
| Darkness | +12% |
| Light | +8% |
| Mind | +5% |
| Fire | +8% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 34.063402816797 (92.11456541679%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 7 |
| Physical Save | 35 |
| Spell Save | 24 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 18%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Temporal | + 17%( 70%) |
| Cold | + 50%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 29% |
| Bleed Resistance | 60% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Knockback Resistance | 29% |
Inscriptions (3/3)
| 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 313 life over 5 turns. Its effects scale with your Strength 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.50 |
| 2/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity 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.. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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. * You have upgraded your rod of recall to transport you to the fortress. * 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. | 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 green worm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * You've found the needed honey tree root. * You've found the needed black mamba head. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glarepiety the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes resistances: +3% nature Changes damage: +3% light Stamina each turn: +0.40 Maximum stamina: +12.00 Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +6 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 | Aerybers (5 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +2.0% Armour: +4 Defense: +5 (+2 eff.) Fatigue: +4% Changes stats: +5 Dex / +4 Wil Changes resistances: +5% blight / +7% cold Allows you to breathe in: water Physical save: +6 (+3 eff.) Mental save: +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe 'Ce'Nevea' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex Changes resistances: +11% nature Changes damage: +6% nature Maximum hate: +10.00 Mindpower: +10 (+5 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Nerymina the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Str Changes resistances: +24% cold Changes damage: +9% acid / +6% physical / +12% cold See invisible: +9 Rings make your fingers look great! |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | Hanydar the CuresteelInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal / +6% nature Critical mult.: +5.00% Physical save: +3 (+2 eff.) Maximum stamina: +30.00 A belt that goes around your waist. |
| In main hand | truestriking steel battleaxe of evisceration (24-35 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.5 - 35.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +7 Physical crit. chance: +9.0% Physical power: +12 (+4 eff.) Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
| On hands | Glowblight (10 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Fatigue: +1% Damage (Melee): 6 mind Changes stats: +1 Wil Changes resistances: +12% fire / +6% mind / +5% arcane Changes damage: +3% mind / +3% light Poison immunity: +10% 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. |
| Main armor | Emelyta (2 def, 11 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +3 Mag / +5 Wil Changes resistances: +19% cold Physical save: +9 (+5 eff.) Life regen: +2.80 Stamina each turn: +0.80 Light radius: +2 A suit of armour made of mail. |
| Cloak | cashmere cloak 'Zanobar' (22 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Defense: +22 (+7 eff.) Changes stats: +3 Str / +3 Wil Changes resistances: +13% nature / +13% blight Physical save: +3 (+2 eff.) Life regen: +5.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Grinodobar the AbyssripInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +8 Lck Changes resistances: +12% fire / +11% temporal Changes damage: +6% fire / +12% cold Cut immunity: +60% Pinning immunity: +29% Knockback immunity: +29% Healing mod.: +13% Reduce all damage from unseen attackers: 12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 182 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel mace of erosion (28-38 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 19 Damage (Melee): +8 nature / +9 mind When wielded/worn: Changes stats: +3 Cun / +1 Wil Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Gorakath the cured leather sling Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Travel speed: +200% When wielded/worn: Accuracy: +30 (+10 eff.) Physical power: +10 (+4 eff.) Effects on ranged hit: * 8 arcane resource burn Damage when hit (Melee): 8 acid Changes stats: +3 Cun / +3 Wil Changes resistances: +6% temporal Changes damage: +6% acid Talent mastery: +0.10 Wild-gift / Antimagic Life regen: +4.00 Mindpower: +9 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe 'Earerim' (27-38 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 19 Damage (radius 1) on hit: +20 mind When wielded/worn: Changes resistances: +6% lightning Physical save: +6 (+3 eff.) Cut immunity: +20% Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +2% One-handed war axes. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
This item will automatically be transmogrified when you leave the level.ash totem of thorny skin [power 26] (32/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Catch that Plumpkin! (Nightmare (Adventure) difficulty)
Finish the Plumpkin event.By grampire the Higher Doombringer level 18
33rd Haze 122nd year of Ascendancy at 07:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By grampire the Higher Doombringer level 20
44th Haze 122nd year of Ascendancy at 12:38 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By grampire the Higher Doombringer level 6
76th Pyre 122nd year of Ascendancy at 05:53 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By grampire the Higher Doombringer level 21
45th Haze 122nd year of Ascendancy at 02:11 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By grampire the Higher Doombringer level 10
2nd Mirth 122nd year of Ascendancy at 06:10 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By grampire the Higher Doombringer level 20
43rd Haze 122nd year of Ascendancy at 05:45 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By grampire the Higher Doombringer level 18
34th Haze 122nd year of Ascendancy at 19:15 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By grampire the Higher Doombringer level 8
79th Pyre 122nd year of Ascendancy at 07:06 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By grampire the Higher Doombringer level 14
74th Dusk 122nd year of Ascendancy at 20:11 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By grampire the Higher Doombringer level 16
23rd Haze 122nd year of Ascendancy at 21:26 see stats
Log
Grampire uses Infusion: Wild.
Grampire is not stunned anymore.
Grampire is cured!
Grampire lessens the pain.
Grampire uses Wrath of the Highborn.
Grampire radiates power.
Rogue's aura of power vanishes.
Talent Infusion: Regeneration is ready to use.
Talent Reckless Strike is ready to use.
Talent Dig is ready to use.
Rogue activates his hardened leather armour!
Adaldata the bandit unleashes a flurry of disrupting kicks.
Grampire shrugs off the effect 'Frozen'!
Grampire deactivates Flame of Urh'Rok.
Grampire deactivates Abyssal Shield.
Rogue uses Infusion: Healing.
Adaldata the bandit hits grampire for (15 abyssal shield), 15 physical, (2 abyssal shield), 2 cold, (4 abyssal shield), 4 fire, (4 abyssal shield), 4 lightning, (7 abyssal shield), 7 acid, (2 abyssal shield), 2 acid, (1 abyssal shield), 1 fire, (1 abyssal shield), 1 cold, (2 abyssal shield), 2 lightning, (17 abyssal shield), 17 physical, (2 abyssal shield), 2 cold, (4 abyssal shield), 4 fire, (4 abyssal shield), 4 lightning, (7 abyssal shield), 7 acid, (2 abyssal shield), 2 acid, (1 abyssal shield), 1 fire, (1 abyssal shield), 1 cold, (2 abyssal shield), 2 lightning, (21 abyssal shield), 21 physical, (2 abyssal shield), 2 cold, (4 abyssal shield), 4 fire, (4 abyssal shield), 4 lightning, (7 abyssal shield), 7 acid, (2 abyssal shield), 2 acid, (1 abyssal shield), 1 fire, (1 abyssal shield), 1 cold, (2 abyssal shield), 2 lightning, (18 abyssal shield), 18 physical, (2 abyssal shield), 2 cold, (4 abyssal shield), 4 fire, (4 abyssal shield), 4 lightning, (7 abyssal shield), 7 acid, (2 abyssal shield), 2 acid, (1 abyssal shield), 1 fire, (1 abyssal shield), 1 cold, (2 abyssal shield), 2 lightning (157 total damage).
Melee retaliation hits Adaldata the bandit for (15 flat reduction), 10 blight, (15 flat reduction), 27 fire, (15 flat reduction), 10 blight, (15 flat reduction), 27 fire, (15 flat reduction), 10 blight, (15 flat reduction), 27 fire, (15 flat reduction), 9 blight, (15 flat reduction), 27 fire (145 total damage).
Rogue receives 119 healing from Infusion: Healing.
Grampire uses Infusion: Regeneration.
Grampire starts regenerating health quickly.
Bandit's aura of power vanishes.
Grampire is dazed!
Adaldata the bandit throws a concussive punch.
Grampire is not dazed anymore.
Melee retaliation hits Adaldata the bandit for (15 flat reduction), 1 fire (1 total damage).
Adaldata the bandit hits grampire for 166 physical damage.
Adaldata the bandit hits Rogue for 49 physical damage.
grampire the level 23 higher doombringer was disembowelled to death by Adaldata the bandit on level 2 of Noroblek.





















































































