








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
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Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 23 / 2% |
Size | medium |
Lifes / Deaths | Killed by Shardskin at level 12 on the 4th Dusk 122nd year of Ascendancy at 00:59 / 51Killed by oozing horror at level 13 on the 5th Dusk 122nd year of Ascendancy at 09:46 Killed by bloated horror at level 13 on the 5th Dusk 122nd year of Ascendancy at 15:00 Killed by Weirdling Beast at level 13 on the 6th Dusk 122nd year of Ascendancy at 10:46 Killed by Weirdling Beast at level 13 on the 6th Dusk 122nd year of Ascendancy at 12:21 Killed by snow giant boulder thrower at level 15 on the 38th Dusk 122nd year of Ascendancy at 18:12 Killed by Poreriamina the faeros at level 15 on the 39th Dusk 122nd year of Ascendancy at 13:46 Killed by snow giant boulder thrower at level 15 on the 40th Dusk 122nd year of Ascendancy at 13:59 Killed by snow giant boulder thrower at level 15 on the 40th Dusk 122nd year of Ascendancy at 16:09 Killed by snow giant boulder thrower at level 16 on the 42nd Dusk 122nd year of Ascendancy at 06:30 Killed by snow giant boulder thrower at level 16 on the 42nd Dusk 122nd year of Ascendancy at 08:07 Killed by snow giant boulder thrower at level 16 on the 42nd Dusk 122nd year of Ascendancy at 09:59 Killed by teluvorta at level 16 on the 42nd Dusk 122nd year of Ascendancy at 21:15 Killed by void horror at level 17 on the 44th Dusk 122nd year of Ascendancy at 23:23 Killed by Chronolith Twin at level 17 on the 45th Dusk 122nd year of Ascendancy at 07:36 Killed by snow giant boulder thrower at level 17 on the 45th Dusk 122nd year of Ascendancy at 17:07 Killed by snow giant boulder thrower at level 17 on the 45th Dusk 122nd year of Ascendancy at 18:28 Killed by Varsha the Writhing at level 17 on the 45th Dusk 122nd year of Ascendancy at 21:46 Killed by Varsha the Writhing at level 17 on the 45th Dusk 122nd year of Ascendancy at 23:18 Killed by Varsha the Writhing at level 17 on the 46th Dusk 122nd year of Ascendancy at 00:45 Killed by Harkor'Zun at level 18 on the 46th Dusk 122nd year of Ascendancy at 15:41 Killed by Grgglck's Tentacle at level 18 on the 46th Dusk 122nd year of Ascendancy at 23:41 Killed by Grgglck the Devouring Darkness at level 18 on the 47th Dusk 122nd year of Ascendancy at 03:03 Killed by Bethotha the skeleton magus at level 18 on the 65th Dusk 122nd year of Ascendancy at 00:57 Killed by Celia at level 18 on the 65th Dusk 122nd year of Ascendancy at 02:47 Killed by Celia at level 18 on the 65th Dusk 122nd year of Ascendancy at 04:32 Killed by Xeravena the bone giant at level 18 on the 65th Dusk 122nd year of Ascendancy at 06:06 Killed by Xeravena the bone giant at level 18 on the 65th Dusk 122nd year of Ascendancy at 08:47 Killed by Bethotha the skeleton magus at level 19 on the 65th Dusk 122nd year of Ascendancy at 10:25 Killed by Bethotha the skeleton magus at level 19 on the 65th Dusk 122nd year of Ascendancy at 12:08 Killed by Emeda the skeleton warrior at level 19 on the 65th Dusk 122nd year of Ascendancy at 14:25 Killed by oozing horror at level 19 on the 74th Dusk 122nd year of Ascendancy at 13:55 Killed by oozing horror at level 19 on the 74th Dusk 122nd year of Ascendancy at 15:30 Killed by Urkis, the High Tempest at level 19 on the 75th Dusk 122nd year of Ascendancy at 03:56 Killed by Adura the oozing horror at level 20 on the 79th Dusk 122nd year of Ascendancy at 11:46 Killed by Adura the oozing horror at level 20 on the 79th Dusk 122nd year of Ascendancy at 13:22 Killed by Adura the oozing horror at level 20 on the 79th Dusk 122nd year of Ascendancy at 14:56 Killed by Adura the oozing horror at level 20 on the 79th Dusk 122nd year of Ascendancy at 17:15 Killed by giant spider at level 20 on the 13rd Haze 122nd year of Ascendancy at 22:44 Killed by luminous horror at level 21 on the 17th Haze 122nd year of Ascendancy at 20:56 Killed by Xerytha the ghoul at level 21 on the 18th Haze 122nd year of Ascendancy at 04:43 Killed by skeleton master archer at level 21 on the 18th Haze 122nd year of Ascendancy at 12:01 Killed by shadow at level 21 on the 19th Haze 122nd year of Ascendancy at 15:00 Killed by shadow at level 21 on the 19th Haze 122nd year of Ascendancy at 16:08 Killed by ruin banshee at level 21 on the 20th Haze 122nd year of Ascendancy at 10:15 Killed by ruin banshee at level 21 on the 20th Haze 122nd year of Ascendancy at 11:46 Killed by ghoulking at level 22 on the 22nd Haze 122nd year of Ascendancy at 09:18 Killed by skeleton warrior at level 22 on the 25th Haze 122nd year of Ascendancy at 03:01 Killed by elder vampire at level 22 on the 25th Haze 122nd year of Ascendancy at 05:16 Killed by Velinn the giant lightning ant at level 22 on the 25th Haze 122nd year of Ascendancy at 07:43 Killed by Silura the ghoul at level 23 on the 25th Haze 122nd year of Ascendancy at 09:13 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 37 (base 27) |
Magic | 80 (base 53) |
Willpower | 52 (base 27) |
Cunning | 22 (base 11) |
Resources
Life | 338/384 |
Mana | 487/517 |
Soul | 10/10 |
Healing Factor | 1.211652173913 |
Regeneration | 2.3627217391303 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 30 |
Accuracy | 7 |
Crit Chance | 19% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +57% |
Blight | +28% |
Arcane | +20% |
Mind | +10% |
All | 0% |
Darkness | +20% |
Cold | +15% |
Physical | +6% |
Fire | +20% |
Nature | +10% |
Offense: Damage Penetration
Cold | +10% |
Defense: Base
Armour (hardiness) | 31 (60%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 46 |
Mental Save | 30 |
Defense: Resistances
Acid | + 27%( 85%) |
Blight | + 18%( 85%) |
Arcane | + 9%( 85%) |
Cold | + 49%( 85%) |
All | + 4%( 85%) |
Lightning | + 16%( 85%) |
Darkness | + 23%( 85%) |
Fire | + 12%( 85%) |
Nature | + 33%( 85%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Pinning Resistance | 12% |
Poison Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 358.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 377 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 451 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Animus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Celestial / Star fury | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 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 |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by giant lightning ant. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by shadow. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +1. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you improved talent Endless Endurance (+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 lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +1. | 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. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 104. | 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 |
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 skeleton mage skull. * You've found the needed bear paw. * You've found the needed ice ant stinger. 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 minotaur nose. * You've found the needed vampire lord fang. * 'Needed: one storm wyrm claw. I recommend severing one of 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.' 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 orc heart. * You've found the needed pouch of faeros ash. * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +25% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 356 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
On head | ![]() Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +5 (+3 eff.) Damage when hit (Melee): 4 darkness / 10 vim draining blight Changes stats: +5 Wil / +6 Mag Changes resistances: +9% blight / +4% all Changes damage: +8% blight / +5% arcane Critical mult.: +6.00% Physical save: +10 (+5 eff.) Maximum vim: +25.00 Spell crit. chance: +2% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 20%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 6 turns) 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. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Changes resistances: +24% acid Changes damage: +12% acid Poison immunity: +20% Stun/Freeze immunity: +5% Knockback immunity: +20% Light radius: +2 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +5% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil / +3 Mag Changes resistances: +8% fire / +7% cold Changes damage: +15% arcane Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +50.00 Spell crit. chance: +2% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes damage: +20% blight / +20% fire / +20% darkness / +20% acid Talent granted: +1 Command Staff Maximum mana: +25.00 Spellpower: +18 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Damage (Melee): 10 physical Changes resistances: +6% blight / +5% arcane / +12% lightning Changes damage: +15% acid / +6% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +3 Wil Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +0.90 Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Amulets can have magical properties. |
Inventory
![]() acid wave rune of the titan (189 acid damage; disarm 5 turns with power 41) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 189.03 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 41 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() insidious dwarven-steel dagger of evisceration (119% power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 120% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 7 bleeding, 31% reduced healing Damage (Melee): +10 insidious poison When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+6 eff.) Sharp, short and deadly. |
![]() hardened leather belt 'Beluriada' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 16 acid Changes resistances: +12% acid / +6% temporal Changes damage: +15% acid Stealth bonus: +8 Physical save: +6 (+3 eff.) Silence immunity: +10% Knockback immunity: +15% Only die when reaching: -40.00 life A belt that goes around your waist. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag Changes resistances: +11% blight Changes damage: +11% blight Spell save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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, costing 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By Lorque the Shalore Necromancer level 18
60th Dusk 122nd year of Ascendancy at 06:40 see stats
By Lorque the Shalore Necromancer level 22
23rd Haze 122nd year of Ascendancy at 23:42 see stats
By Lorque the Shalore Necromancer level 18
52nd Dusk 122nd year of Ascendancy at 23:31 see stats
By Lorque the Shalore Necromancer level 18
46th Dusk 122nd year of Ascendancy at 15:31 see stats
By Lorque the Shalore Necromancer level 16
42nd Dusk 122nd year of Ascendancy at 06:19 see stats
By Lorque the Shalore Necromancer level 19
75th Dusk 122nd year of Ascendancy at 06:06 see stats
By Lorque the Shalore Necromancer level 13
6th Dusk 122nd year of Ascendancy at 15:06 see stats
By Lorque the Shalore Necromancer level 10
2nd Flare 122nd year of Ascendancy at 04:47 see stats
By Lorque the Shalore Necromancer level 20
76th Dusk 122nd year of Ascendancy at 12:12 see stats
By Lorque the Shalore Necromancer level 23
25th Haze 122nd year of Ascendancy at 09:13 see stats
By Lorque the Shalore Necromancer level 20
14th Haze 122nd year of Ascendancy at 12:51 see stats
By Lorque the Shalore Necromancer level 5
78th Pyre 122nd year of Ascendancy at 15:31 see stats
By Lorque the Shalore Necromancer level 18
60th Dusk 122nd year of Ascendancy at 06:40 see stats
By Lorque the Shalore Necromancer level 15
16th Dusk 122nd year of Ascendancy at 11:29 see stats
By Lorque the Shalore Necromancer level 18
46th Dusk 122nd year of Ascendancy at 13:03 see stats
Log
Skeleton master archer hits Skeleton archer for 6 physical damage.
The Master's loses some focus.
Bane of Confusion from The Master hits Lorque for 27 darkness damage.
The Master leeches life from Skeleton archer!
The Master receives 2 healing from Skeleton archer.
Bane of Confusion from The Master hits Skeleton archer for 17 darkness damage.
Bane of Confusion from The Master hits Skeleton mage for 23 darkness damage.
Silura the ghoul performs a diseased attack against Lorque.
Lorque is no longer surging arcane power.
Lorque deactivates Secrets of the Eternals.
Lorque deactivates Lichform.
Lorque speeds up.
Lorque seems more focused.
Lorque deactivates Blurred Mortality.
Lorque is not stunned anymore.
Lorque rearms.
Lorque deactivates Keen Senses.
Lorque is freed from the rigor mortis.
Lorque deactivates Necrotic Aura.
New Achievement: Lichform (Exploration mode)!
Saving game...
Lorque resists the disease!
Silura the ghoul hits Lorque for 83 physical, 9 light, 38 light (129 total damage).
Lorque hits Silura the ghoul for 22 nature, 4 darkness, 13 blight, 4 nature (43 total damage).
Lorque the level 23 lich necromancer was bled to death by Silura the ghoul on level 9 of Dreadfell.
Saving done.
Skeleton mage seems less powerful.
Skeleton mage seems more focused.
Skeleton archer seems less powerful.
Skeleton archer seems more focused.