
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Necromancer |
Level / Exp | 45 / 13% |
Size | medium |
Lifes / Deaths | Killed by elven blood mage at level 24 on the 68th Regrowth 123rd year of Ascendancy at 14:09 0 / 9Killed by Mayavea the elven warrior at level 24 on the 69th Regrowth 123rd year of Ascendancy at 10:31 Killed by Grand Corruptor at level 27 on the 50th Pyre 123rd year of Ascendancy at 08:37 Killed by ziguranth wyrmic at level 28 on the 50th Pyre 123rd year of Ascendancy at 11:24 Killed by Emelinor the slimy ooze at level 30 on the 50th Dusk 123rd year of Ascendancy at 08:25 Killed by nightmare horror at level 36 on the 46th Haze 123rd year of Ascendancy at 13:20 Killed by Elandar at level 45 on the 16th Pyre 124th year of Ascendancy at 14:01 Killed by Elandar at level 45 on the 16th Pyre 124th year of Ascendancy at 17:31 Killed by Elandar at level 45 on the 16th Pyre 124th year of Ascendancy at 18:18 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 33 (base 20) |
Constitution | 50 (base 42) |
Magic | 97 (base 60) |
Willpower | 63 (base 50) |
Cunning | 49 (base 25) |
Resources
Mana | 761/805 |
Vim | 276/276 |
Life | -68/918 |
Positive | 1/182 |
Souls | 0/13 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 14 |
See Invisible | 31 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 149 |
Accuracy | 24 |
Crit Chance | 13% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 91.2 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 42.566666666667 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
All | +5% |
Defense: Base
Armour (hardiness) | 13 (38%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 1 |
Physical Save | 22.6 |
Spell Save | 66.25 |
Mental Save | 41.4 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 40% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 81% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Teleport Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 585 damage for 5 turns. The effect will scale with your magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 472 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1419% over 10 turns and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Spell / Animus | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Nightfall | 1.70 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Shades | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Necrosis | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.79 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Necrotic Aura |
detrimental effect | The target is on fire, taking 54.02 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 25 HP on the iceblock remaining. Frozen |
beneficial effect | The target's spellpower has been increased by 15. Spellsurge |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target consumed souls to gain new powers. 3 spells affected. Essence of the Dead |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lost anorithil from death by giant army ant. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +1. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton mage. Escort: temporal explorer (level 3 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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 unlocked the training room. * 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: 715. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed sandworm tooth. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vampire lord fang. * You've found the needed snow giant kidney. 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 fire wyrm saliva. * You've found the needed hummerhorn wing. 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 chunk of ghoul flesh. * You've found the needed mummified bone. * You've found the needed faerlhing fang. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane It can be used to phase door in range 6, radius 2, costing 22 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Light source | ethereal dwarven lantern of corpselight ethereal dwarven lantern of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +10% blight / +13% darkness Spellpower: +21 Spell crit. chance: +6% Light radius: +6 Infravision radius: +5 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 31 blight damage or heals 40 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | eldritch cashmere wizard hat of knowledge (2 def, 0 armour) eldritch cashmere wizard hat of knowledge (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Cun / +4 Wil Mana each turn: +1.50 Mana when hit: +1.00 Maximum mana: +57.00 Spellpower: +7 Mindpower: +4 It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 1.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Gleamoblivion [power 240] (18 cooldown) Gleamoblivion [power 240] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane / 12 light Changes resistances: +9% temporal Spell save: +16 Teleport immunity: +15% It can be used to heal the target for 240, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 15 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. The set is complete. When wielded/worn: Changes resistances: +15% darkness / +10% cold Changes damage: +24% darkness / +10% cold Spell save: +8 Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +18 It can be used to activate talent Impending Doom (costing 36 power out of 40/40) : Effective talent level: 2.6 Power cost: 36 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your target's doom draws near. Its healing factor is reduced by 100%, and will take 121% of its remaining life (or 965.56, whichever is lower) over 10 turns as arcane damage. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
On fingers | Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 376.62 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personal shield, costing 18 power out of 11/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | Sceptre of the Archlich (40-48 power, 12 apr, physical element) Sceptre of the Archlich (40-48 power, 12 apr, physical element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. The set is complete. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.10 Spell / Advanced necrotic minions +0.20 Celestial / Star fury +0.20 Spell / Nightfall Spell save: +10 Mental save: +10 Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +40 Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
On hands | hardened leather gloves 'Blaze's kiss' (0 def, 13 armour) hardened leather gloves 'Blaze's kiss' (0 def, 13 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +13 Armour Hardiness: +8% Effects on melee hit: * 30% chance to daze Changes stats: +4 Mag / +7 Con Changes resistances: +7% physical Changes damage: +5% arcane / +9% lightning Mana each turn: +0.18 Spellpower: +8 Spell crit. chance: +6% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 Defense: +6 Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 Blindness immunity: +50% Spellpower: +30 See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 26 power out of 6/28) : Effective talent level: 2.4 Power cost: 26 out of 6/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 204.72 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | Mucuswish MucuswishPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% cold / +6% nature / +6% light Changes damage: +12% blight / +11% fire Talent mastery: +0.39 Spell / Advanced necrotic minions Critical mult.: +12.00% Spell save: +20 Blindness immunity: +31% Spellpower: +10 Infravision radius: +9 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level. thunderous voratun greatmaul of ruin (68-102 power, 4 apr)thunderous voratun greatmaul of ruin (68-102 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to daze When wielded/worn: Armour penetration: +19 Physical crit. chance: +17.0% Changes stats: +6 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +3 Con Changes resistances penetration: +17% lightning Critical mult.: +24.00% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Champion's Will (67-107.2 power, 22 apr)Champion's Will (67-107.2 power, 22 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 115% Str, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to strike with your weapon as 100% light damage, up to 4 spaces away, healing for 50% of the damage dealt, costing 27 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
This item will automatically be transmogrified when you leave the level. insidious voratun mace of disruption (44-61.6 power, 6 apr)insidious voratun mace of disruption (44-61.6 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +60 insidious poison Damage against: +24% Unnatural Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Nightpunish the dragonbone magestaff (30-36 power, 6 apr, lightning element)Nightpunish the dragonbone magestaff (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Burst (radius 1) on hit: +4 darkness When wielded/worn: Changes resistances: +3% light / +9% blight Changes resistances penetration: +10% lightning Changes damage: +30% lightning / +6% darkness Talent granted: +1 Command Staff Physical save: +11 Spell save: +20 Mental save: +15 Spellpower: +15 Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff (30-36 power, 6 apr, cold element) dragonbone magestaff (30-36 power, 6 apr, cold element)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. glacial orichalcum trident of disruption (53.5-85.6 power, 16 apr)glacial orichalcum trident of disruption (53.5-85.6 power, 16 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 2) on crit: +33 ice Damage against: +42% Unnatural When wielded/worn: Armour: +17 Changes resistances penetration: +16% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's orichalcum trident (52.5-84 power, 16 apr)plaguebringer's orichalcum trident (52.5-84 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 23% chance to disease Damage (Melee): +26 blight When wielded/worn: Disease immunity: +38% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. balancing drakeskin leather belt of containmentbalancing drakeskin leather belt of containment Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Cun / +5 Dex Maximum life: +126.00 Maximum mana: +68.00 Maximum stamina: +49.00 Maximum hate: +20.00 Maximum psi: +27.00 Maximum vim: +35.00 Maximum pos.energy: +36.00 Maximum neg.energy: +34.00 Mental crit. chance: +11% Reduces paradox failures(equivalent to willpower): +29 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of phasing (0 def, 5 armour)pair of drakeskin leather boots of phasing (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Wil / +3 Mag Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 23 cooldown. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots (0 def, 5 armour)pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. hardened voratun plate armour of spell shielding (9 def, 24 armour)hardened voratun plate armour of spell shielding (9 def, 24 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 Fatigue: +26% Changes resistances: +10% acid / +8% physical / +11% cold / +12% fire / +10% arcane / +12% lightning Spell save: +21 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe of deeplife (dig speed 18 turns)voratun pickaxe of deeplife (dig speed 18 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% darkness Damage affinity(heal): +15% darkness Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of wreckage (dig speed 18 turns) voratun pickaxe of wreckage (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Changes stats: +7 Str When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 182 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 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), costing 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. |
overpowered elven-wood totem of cure ailments [power 5] (16 cooldown) overpowered elven-wood totem of cure ailments [power 5] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 5 poisons or diseases from the target, placing all other charms into a 16 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Chill the Skeleton Necromancer level 32
1st Time of Equilibrium 123rd year of Ascendancy at 16:03 see stats
By Chill the Skeleton Necromancer level 16
79th Dusk 122nd year of Ascendancy at 10:40 see stats
By Chill the Skeleton Necromancer level 32
78th Dusk 123rd year of Ascendancy at 16:47 see stats
By Chill the Skeleton Necromancer level 27
50th Pyre 123rd year of Ascendancy at 11:19 see stats
By Chill the Skeleton Necromancer level 35
36th Haze 123rd year of Ascendancy at 12:45 see stats
By Chill the Skeleton Necromancer level 34
33rd Haze 123rd year of Ascendancy at 06:46 see stats
By Chill the Skeleton Necromancer level 37
64th Haze 123rd year of Ascendancy at 04:35 see stats
By Chill the Skeleton Necromancer level 18
30th Haze 122nd year of Ascendancy at 04:30 see stats
By Chill the Skeleton Necromancer level 35
44th Haze 123rd year of Ascendancy at 18:11 see stats
By Chill the Skeleton Necromancer level 33
29th Haze 123rd year of Ascendancy at 21:23 see stats
By Chill the Skeleton Necromancer level 40
1st Allure 124th year of Ascendancy at 17:28 see stats
By Chill the Skeleton Necromancer level 21
73rd Haze 122nd year of Ascendancy at 01:37 see stats
By Chill the Skeleton Necromancer level 14
74th Dusk 122nd year of Ascendancy at 17:53 see stats
By Chill the Skeleton Necromancer level 20
72nd Haze 122nd year of Ascendancy at 21:08 see stats
By Chill the Skeleton Necromancer level 42
6th Pyre 124th year of Ascendancy at 06:30 see stats
By Chill the Skeleton Necromancer level 35
44th Haze 123rd year of Ascendancy at 06:52 see stats
By Chill the Skeleton Necromancer level 16
79th Dusk 122nd year of Ascendancy at 10:05 see stats
By Chill the Skeleton Necromancer level 10
55th Dusk 122nd year of Ascendancy at 11:24 see stats
By Chill the Skeleton Necromancer level 20
62nd Haze 122nd year of Ascendancy at 04:56 see stats
By Chill the Skeleton Necromancer level 30
30th Dusk 123rd year of Ascendancy at 13:55 see stats
By Chill the Skeleton Necromancer level 40
1st Wintertide 124th year of Ascendancy at 21:37 see stats
By Chill the Skeleton Necromancer level 17
22nd Haze 122nd year of Ascendancy at 21:58 see stats
By Chill the Skeleton Necromancer level 30
50th Dusk 123rd year of Ascendancy at 13:42 see stats
By Chill the Skeleton Necromancer level 41
70th Regrowth 124th year of Ascendancy at 05:39 see stats
By Chill the Skeleton Necromancer level 30
50th Dusk 123rd year of Ascendancy at 06:56 see stats
By Chill the Skeleton Necromancer level 10
59th Dusk 122nd year of Ascendancy at 19:23 see stats
By Chill the Skeleton Necromancer level 24
71st Regrowth 123rd year of Ascendancy at 13:41 see stats
By Chill the Skeleton Necromancer level 43
8th Pyre 124th year of Ascendancy at 14:00 see stats
By Chill the Skeleton Necromancer level 26
10th Pyre 123rd year of Ascendancy at 16:24 see stats
By Chill the Skeleton Necromancer level 34
29th Haze 123rd year of Ascendancy at 23:02 see stats
By Chill the Skeleton Necromancer level 20
72nd Haze 122nd year of Ascendancy at 20:41 see stats
By Chill the Skeleton Necromancer level 4
26th Dusk 122nd year of Ascendancy at 01:03 see stats
By Chill the Skeleton Necromancer level 16
79th Dusk 122nd year of Ascendancy at 10:40 see stats
By Chill the Skeleton Necromancer level 7
30th Dusk 122nd year of Ascendancy at 15:30 see stats
By Chill the Skeleton Necromancer level 23
20th Regrowth 123rd year of Ascendancy at 12:10 see stats
By Chill the Skeleton Necromancer level 29
4th Flare 123rd year of Ascendancy at 05:09 see stats
By Chill the Skeleton Necromancer level 19
60th Haze 122nd year of Ascendancy at 16:08 see stats
By Chill the Skeleton Necromancer level 45
16th Pyre 124th year of Ascendancy at 17:31 see stats
By Chill the Skeleton Necromancer level 31
78th Dusk 123rd year of Ascendancy at 05:43 see stats
Log
Chill uses Bone Armour.
A shield forms around Chill.
Chill's loses some focus.
Aether Breach from Chill hits Iceblock for 332 arcane damage.
Bane of Confusion from Chill hits Iceblock for 72 darkness damage.
Bane of Confusion from Chill hits Iceblock for 72 darkness damage.
Bane of Confusion from Chill hits Iceblock for 72 darkness damage.
Burning from Elandar hits Chill for (95 absorbed), 0 fire (0 total damage).
Bane of Confusion from Chill hits Iceblock for 72 darkness damage.
Elandar casts Lightning.
Bane of Confusion from Chill hits Iceblock for 72 darkness damage.
Elandar hits Chill for (411 absorbed), 0 lightning (0 total damage).
Chill casts Invoke Darkness.
Elandar uses Infusion: Movement.
Elandar is moving freely.
Your shield crumbles under the damage!
The shield around Chill crumbles.
Elandar hits Chill for (100 absorbed), (7 to ice), 10 arcane (10 total damage).
Chill hits Iceblock for 9 nature, 17 arcane, 13 light (38 total damage).
Elandar prepares for the next kill!.
Bane of Confusion from Chill hits Iceblock for 72 darkness damage.
Bane of Confusion from Chill hits Iceblock for 72 darkness damage.
Bane of Confusion from Chill hits Iceblock for 72 darkness damage.
Burning from Elandar hits Chill for (38 to ice), 57 fire (57 total damage).
Bane of Confusion from Chill hits Iceblock for 72 darkness damage.
The shield around Elandar crumbles.
Bane of Confusion from Chill hits Iceblock for 72 darkness damage.
Elandar slows down.
Saving game...