









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 | 30 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by water imp at level 21 on the 54th Dusk 122nd year of Ascendancy at 23:01 1 / 5Killed by elven blood mage at level 28 on the 27th Regrowth 123rd year of Ascendancy at 10:19 Killed by Isuldawe the elven guard at level 28 on the 28th Regrowth 123rd year of Ascendancy at 08:46 Killed by armoured skeleton warrior at level 29 on the 53rd Regrowth 123rd year of Ascendancy at 02:19 Killed by Mayiwyn the cold drake at level 30 on the 59th Regrowth 123rd year of Ascendancy at 03:05 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 29 (base 22) |
| Constitution | 19 (base 10) |
| Magic | 81 (base 60) |
| Willpower | 44 (base 25) |
| Cunning | 71 (base 35) |
Resources
| Life | 316/316 |
| Mana | 513/513 |
| Soul | 14/14 |
| Healing Factor | 1.2191723257555 |
| Regeneration | 1.4020481746188 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 39.058027722065 |
| See Invisible | 39.058027722065 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 26 |
| Crit Chance | 24% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Nature | +6% |
| Fire | +20% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Nature | +5% |
| Fire | +35% |
| Mind | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (51.69962066283%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 41 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 31%( 70%) |
| Cold | + 26%( 70%) |
| All | + 28%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 40%( 70%) |
| Lightning | + 46%( 70%) |
| Fire | + 68%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Knockback Resistance | 32% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 66% |
Inscriptions (4/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 144.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 (59 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: Reflection ShieldUse 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 and reflecting at most 505 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by poison gas trap. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by large white snake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 354. | 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 bear paw. * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 pouch of bone giant dust. * You've found the needed vial of elder vampire blood. * You've found the needed snow giant kidney. 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 bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. | 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 within10 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gloomflash the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +3 Cun +6 Lck dps ---------- Mind.crit +1% Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +1 Stealth +6 A pair of boots made of leather. |
| Light source | Woewild the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Phys.save +6 (+3 eff.) Die.at -40.00 life Max.HP +60.00 Confus- +20% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Bethath the elven-silk wizard hat (8 def, 8 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Wil +11 Cun +3 Con dps ---------- Mind.crit +6% Melee Ret 6 physical ----- def ----- Armour +8 Defense +8 (+3 eff.) Resists +5% lightning +5% temporal +5% light +6% fire +5% nature +7% acid +5% blight +8% cold +6% darkness Mind.save +28 (+7 eff.) ---------- misc Stam/turn +1.00 Hateful Whisper: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 127 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| Tool | yew wand of shielding 'Arurena' [power 266] (17 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +4 Cun dps ---------- Spell.pwr +20 (+5 eff.) ---------- misc Light +3 Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Tarremarand the Skytooth0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +15% darkness +20% mind Melee Ret 4 darkness 6 lightning ----- def ----- Resists +21% lightning Mind.save +7 (+1 eff.) Confus- +24% Rings make your fingers look great! |
| On fingers | Getantir the Woewinnow0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +6% darkness Res.pen +15% mind +5% nature +5% darkness On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +6% nature Rings make your fingers look great! |
| Around waist | Lisera the Smolderglamour1.0 T3 belt armor [Random Unique] Arcane While equipped: Stats +2 Str +3 Mag +3 Cun dps ---------- Spell.pwr +12 (+3 eff.) Res.pen +15% fire ----- def ----- Armour +7 Mind.save +18 (+4 eff.) Create a temporary shield that absorbs 170 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
| In main hand | lifebinding yew bonestaff of channeling (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego++] Arcane/Nature 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 +4 Con dps ---------- Spell.crit +3% Spell.pwr +25 (+6 eff.) Dmg.mod +20% cold ----- def ----- HP.reg +0.90 Heal.mod +14% ---------- misc Mana/turn +0.22 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | brawler's hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Dex +5 Cun dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +2 Resists +6% darkness Phys.save +7 (+3 eff.) ---------- misc Infravis +1 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
| Cloak | Hathydar the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil +2 Con dps ---------- Crit.mult +10.00% Apr +3 ----- def ----- Defense +2 (+1 eff.) Phys.save +3 (+1 eff.) Spell.save +8 (+2 eff.) ---------- misc Hate/m.crit +3.00 Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Poxreek'0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +6% nature Melee Ret 2 blight On Hit (Melee): * 10% chance to slow global speed by 55% * 10% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Resists +12% temporal Phys.save +14 (+7 eff.) Spell.save +11 (+3 eff.) Mind.save +19 (+4 eff.) Confus- +12% Pinning- +20% Knockbk- +32% Amulets make your neck look great! |
Inventory
biting gale rune of the wizard (damage 279; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 278.64 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
Delesasin the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +11% physical ----- def ----- Resists +6% blight +11% physical +5% arcane Heal.mod +5% Rings make your fingers look great! |
savior's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+1 eff.) Rings make your fingers look great! |
elm magestaff (10-12 power, 2 apr, cold 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% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Anorain the Lightbearer1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Fatigue -5% Resists +3% blight +6% cold +9% light ---------- misc Max.enc +21 A belt that goes around your waist. |
spiritwalker's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Arcane/Nature While equipped: Stats +4 Con +5 Mag dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Mana/turn +0.12 Max.mana +22.00 A belt that goes around your waist. |
cashmere cloak 'Blackpiety' (8 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Dex +3 Mag dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Defense +8 (+3 eff.) Resists +13% light +16% fire Crit.chn- 5.00% Stealth +8 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 Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +7 (+2 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
dreamer's silk robe of blight (+15%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +15% blight ----- def ----- Resists +15% blight +10% darkness +14% mind +13% all Phys.save +10 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +27 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Dawntooth' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +4 Dex +2 Mag dps ---------- Dmg.mod +11% lightning Res.pen +5% light ----- def ----- Resists +16% lightning +7% all ---------- misc See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of time (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% temporal ----- def ----- Resists +7% all +11% temporal Mind.save +17 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shadowvenom the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +3 Cun +1 Con dps ---------- Melee Ret 2 acid ----- def ----- Armour +1 Resists +5% fire +7% cold A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 64.43 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Silirin the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Psi/ret +0.12 Hate/m.crit +5.00 Max.stam +12.00 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. |
Jetfiend (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Dmg.mod +11% lightning +6% mind Melee Ret 2 darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Mind.save +6 (+1 eff.) ---------- misc Hate/m.crit +1.00 A pointy cloth hat, very wizardly... |
Velildawyn (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +3% mind ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +6% cold Mind.save +6 (+1 eff.) ---------- misc Psi/ret +0.08 Max.psi +20.00 A pointy cloth hat, very wizardly... |
5 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. |
626 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. |
3 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. |
6 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 lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Stormward2.0 T1 lite [Rare] Master While equipped: dps ---------- Apr +6 ----- def ----- Defense +5 (+2 eff.) Resists +3% lightning Phys.save +6 (+3 eff.) ---------- 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. |
Yaradraromifang2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag +1 Wil +1 Cun dps ---------- Res.pen +5% arcane +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Blind- +25% Confus- +11% ---------- misc Light +9 See.Stealth +8 See.Invis +5 Track: Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. 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. |
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. |
2 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 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 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
8 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
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Skeletor the Cornac Necromancer level 29
33rd Regrowth 123rd year of Ascendancy at 04:12 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Skeletor the Cornac Necromancer level 11
9th Dusk 122nd year of Ascendancy at 23:40 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Skeletor the Cornac Necromancer level 23
7th Decay 122nd year of Ascendancy at 22:24 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skeletor the Cornac Necromancer level 21
55th Dusk 122nd year of Ascendancy at 23:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Skeletor the Cornac Necromancer level 10
5th Mirth 122nd year of Ascendancy at 13:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Skeletor the Cornac Necromancer level 20
53rd Dusk 122nd year of Ascendancy at 02:20 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Skeletor the Cornac Necromancer level 30
58th Regrowth 123rd year of Ascendancy at 06:26 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Skeletor the Cornac Necromancer level 22
75th Haze 122nd year of Ascendancy at 04:34 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Skeletor the Cornac Necromancer level 24
9th Decay 122nd year of Ascendancy at 10:13 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Skeletor the Cornac Necromancer level 3
76th Pyre 122nd year of Ascendancy at 00:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Skeletor the Cornac Necromancer level 11
15th Dusk 122nd year of Ascendancy at 17:57 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Skeletor the Cornac Necromancer level 22
39th Haze 122nd year of Ascendancy at 01:10 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Skeletor the Cornac Necromancer level 14
22nd Dusk 122nd year of Ascendancy at 08:27 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Skeletor the Cornac Necromancer level 28
32nd Regrowth 123rd year of Ascendancy at 19:00 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Skeletor the Cornac Necromancer level 21
73rd Dusk 122nd year of Ascendancy at 03:11 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Skeletor the Cornac Necromancer level 15
26th Dusk 122nd year of Ascendancy at 06:25 see stats
Log
Call of the Crypt is still on cooldown for 7 turns.
Skeletor casts Surge of Undeath.
Ghoul speeds up.
Skeleton mage speeds up.
Skeletor hits Skeletor for 3 fire damage.
Skeletor hits Mayiwyn the cold drake for 52 fire damage.
Skeleton mage receives 111 healing from Skeletor.
Mayiwyn the cold drake casts Throw Bomb.
Mayiwyn the cold drake hits Skeletor for 61 acid damage.
Talent Ghost Walk is ready to use.
Spikes of Decrepitude hits Mayiwyn the cold drake for 12 cold, 41 darkness (53 total damage).
Bleeding from Heavy bone giant hits Mayiwyn the cold drake for 79 physical damage.
Skeletor hits Mayiwyn the cold drake for 52 fire damage.
Skeletor hits Skeletor for 3 fire damage.
Skeletor casts Black Ice.
Skeletor hits Mayiwyn the cold drake for 97 cold damage.
Ghoul hits Mayiwyn the cold drake for 4 physical damage.
Melee retaliation hits Ghoul for 15 cold damage.
Mayiwyn the cold drake casts Sun Ray.
Mayiwyn the cold drake hits Skeletor for 83 light damage.
Skeletor the level 30 cornac necromancer was radiated to death by Mayiwyn the cold drake on level 3 of Daikara.
You have 1 life(s) left.
Ghoul slows down.
Skeleton mage slows down.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Mayiwyn the cold drake killed Skeletor!
Saving game...
Saving done.








































































































