








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 230% |
Size | medium |
Lifes / Deaths | Killed by slaver at level 10 on the 22nd Dearth 122nd year of Ascendancy at 14:58 0 / 12Killed by Urkis, the High Tempest at level 16 on the 6th Loss 122nd year of Ascendancy at 15:54 Killed by Urkis, the High Tempest at level 16 on the 6th Loss 122nd year of Ascendancy at 18:41 Killed by Bethawe the lesser vampire at level 17 on the 8th Loss 122nd year of Ascendancy at 11:49 Killed by Celia at level 21 on the 3rd Gold 123rd year of Ascendancy at 08:01 Killed by corrupted mastocytic feeder at level 26 on the 23rd Stralite 123rd year of Ascendancy at 01:10 Killed by overpowered greater multi-hued wyrm at level 36 on the 32nd Dearth 123rd year of Ascendancy at 00:06 Killed by Glorodhevena the orc pyromancer at level 39 on the 33rd Dearth 123rd year of Ascendancy at 23:47 Killed by Arurin the Invoker at level 40 on the 35th Dearth 123rd year of Ascendancy at 01:13 Killed by Ce'Nakira the Flamebringer at level 40 on the 35th Dearth 123rd year of Ascendancy at 01:21 Killed by Xanulrarin the orc grand master assassin at level 50 on the 30th Stralite 124th year of Ascendancy at 20:56 Killed by Atamathon the Giant Golem at level 50 on the 12nd Voratun 124th year of Ascendancy at 07:03 |
Primary Stats
Strength | 32 (base 25) |
Dexterity | 34 (base 27) |
Constitution | 67 (base 60) |
Magic | 116 (base 60) |
Willpower | 66 (base 26) |
Cunning | 74 (base 39) |
Resources
Mana | 666/733 |
Equilibrium | 20 |
Life | -1107/1069 |
Steam | 100/100 |
Soul | 12/20 |
Healing Factor | 1.5635014349577 |
Regeneration | 42.605414102599 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
See Invisible | 10 |
Offense: Mainhand
Damage | 64 |
Accuracy | 29 |
Crit Chance | 20% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 94 |
Crit Chance | 63% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Arcane | +27% |
Cold | +21% |
All | 0% |
Lightning | +23% |
Temporal | +10% |
Physical | +13% |
Mind | +9% |
Fire | +12% |
Darkness | +49% |
Offense: Damage Penetration
Darkness | +12% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 36 (50%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 72 |
Mental Save | 72 |
Defense: Resistances
Acid | + 44%( 70%) |
Arcane | + 42%( 70%) |
Cold | + 70%( 70%) |
All | + 39%( 70%) |
Lightning | + 55%( 70%) |
Light | + 55%( 70%) |
Temporal | + 48%( 70%) |
Fire | + 51%( 70%) |
Darkness | + 69%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (4/4)
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 680 damage for 5 turns. Its effects scale with your Magic stat. |
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 455.40 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: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 cold, 5 nature, 4 arcane |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Spell / Master of flesh | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master necromancer | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Undead / Lich | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by orc archer. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | 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 talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by snow giant thunderer. Escort: temporal explorer (level 3 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * 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. * You have ascended to 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 |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 Possessed. | 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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 922. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 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 failed to protect her when escorting her out of the crypt. | failed |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +2 Dex / +5 Cun / +2 Con Physical save: +17 (+4 eff.) Mental save: +10 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 55.27 cold damage and 51.62 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Wil Changes resistances: +18% lightning / +24% cold Changes damage: +20% lightning / +10% acid / +21% cold / +15% arcane / +12% fire Spell crit. chance: +8% A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 10/25) : Effective talent level: 5.0 Power cost: 15 out of 10/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +5% arcane Changes resistances penetration: +20% mind Changes damage: +12% arcane / +9% mind Mental save: +12 (+3 eff.) Confusion immunity: +40% Stun/Freeze immunity: +50% Life regen: +27.00 Maximum life: +68.00 Healing mod.: +20% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Defense: +8 (+3 eff.) Changes stats: +9 Mag / +10 Wil Physical save: +18 (+5 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Nightfall +0.20 Spell / Master necromancer +0.20 Spell / Master of flesh +0.20 Spell / Animus +0.20 Spell / Master of bones Spell save: +25 (+6 eff.) Mental save: +10 (+3 eff.) Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +52 (+10 eff.) Spell crit. chance: +15% 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 | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 8 acid / 7 fire / 5 cold / 7 lightning Changes stats: +8 Mag / +5 Wil / +3 Cun Changes resistances: +8% light / +8% darkness Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 144.75 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +11 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 48% Damage when hit (Melee): 2 lightning Changes resistances: +9% acid / +21% darkness / +9% lightning / +21% cold / +21% fire / +18% light Changes resistances penetration: +12% darkness Changes damage: +14% darkness / +3% lightning Stealth bonus: +25 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +20 (+7 eff.) Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Stun/Freeze immunity: +60% Amulets make your neck look great! |
Inventory
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +10 (+3 eff.) Changes stats: +6 Cun / -4 Str Changes resistances: +12% nature Changes resistances penetration: +20% physical Changes damage: +6% nature Maximum life: +25.00 Maximum stamina: +22.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() 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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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 Activation costs 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 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Paryt the Lich Necromancer level 28
31st Stralite 123rd year of Ascendancy at 14:33 see stats
By Paryt the Lich Necromancer level 31
38th Stralite 123rd year of Ascendancy at 12:03 see stats
By Paryt the Lich Necromancer level 41
36th Dearth 123rd year of Ascendancy at 22:37 see stats
By Paryt the Lich Necromancer level 31
36th Stralite 123rd year of Ascendancy at 01:47 see stats
By Paryt the Drem Necromancer level 26
22nd Stralite 123rd year of Ascendancy at 05:09 see stats
By Paryt the Lich Necromancer level 36
5th Wealth 123rd year of Ascendancy at 21:11 see stats
By Paryt the Lich Necromancer level 36
31st Dearth 123rd year of Ascendancy at 23:18 see stats
By Paryt the Lich Necromancer level 45
10th Shortage 123rd year of Ascendancy at 17:56 see stats
By Paryt the Lich Necromancer level 49
9th Stralite 124th year of Ascendancy at 05:31 see stats
By Paryt the Lich Necromancer level 35
2nd Wealth 123rd year of Ascendancy at 22:28 see stats
By Paryt the Lich Necromancer level 35
38th Profit 123rd year of Ascendancy at 12:42 see stats
By Paryt the Drem Necromancer level 6
18th Wealth 122nd year of Ascendancy at 07:12 see stats
By Paryt the Lich Necromancer level 34
18th Voratun 123rd year of Ascendancy at 05:00 see stats
By Paryt the Lich Necromancer level 32
43rd Stralite 123rd year of Ascendancy at 03:58 see stats
By Paryt the Lich Necromancer level 50
1st Voratun 124th year of Ascendancy at 01:52 see stats
By Paryt the Lich Necromancer level 46
16th Iron 124th year of Ascendancy at 17:42 see stats
By Paryt the Lich Necromancer level 36
4th Wealth 123rd year of Ascendancy at 13:36 see stats
By Paryt the Drem Necromancer level 18
15th Loss 122nd year of Ascendancy at 01:37 see stats
By Paryt the Drem Necromancer level 17
9th Loss 122nd year of Ascendancy at 10:42 see stats
By Paryt the Lich Necromancer level 34
18th Voratun 123rd year of Ascendancy at 06:22 see stats
By Paryt the Lich Necromancer level 44
24th Loss 123rd year of Ascendancy at 19:06 see stats
By Paryt the Drem Necromancer level 16
2nd Loss 122nd year of Ascendancy at 22:23 see stats
By Paryt the Lich Necromancer level 38
32nd Dearth 123rd year of Ascendancy at 03:09 see stats
By Paryt the Drem Necromancer level 10
22nd Dearth 122nd year of Ascendancy at 06:28 see stats
By Paryt the Drem Necromancer level 20
22nd Shortage 122nd year of Ascendancy at 22:00 see stats
By Paryt the Lich Necromancer level 30
34th Stralite 123rd year of Ascendancy at 19:38 see stats
By Paryt the Lich Necromancer level 40
34th Dearth 123rd year of Ascendancy at 13:09 see stats
By Paryt the Lich Necromancer level 50
27th Stralite 124th year of Ascendancy at 01:53 see stats
By Paryt the Lich Necromancer level 26
23rd Stralite 123rd year of Ascendancy at 01:10 see stats
By Paryt the Drem Necromancer level 19
20th Shortage 122nd year of Ascendancy at 11:00 see stats
By Paryt the Drem Necromancer level 22
10th Gold 123rd year of Ascendancy at 19:15 see stats
By Paryt the Lich Necromancer level 45
3rd Iron 124th year of Ascendancy at 21:58 see stats
By Paryt the Lich Necromancer level 27
27th Stralite 123rd year of Ascendancy at 13:16 see stats
By Paryt the Lich Necromancer level 33
43rd Stralite 123rd year of Ascendancy at 05:58 see stats
By Paryt the Drem Necromancer level 16
2nd Loss 122nd year of Ascendancy at 20:31 see stats
By Paryt the Drem Necromancer level 7
16th Dearth 122nd year of Ascendancy at 13:34 see stats
By Paryt the Drem Necromancer level 6
14th Dearth 122nd year of Ascendancy at 14:50 see stats
By Paryt the Lich Necromancer level 45
5th Iron 124th year of Ascendancy at 01:18 see stats
By Paryt the Drem Necromancer level 10
23rd Dearth 122nd year of Ascendancy at 14:15 see stats
By Paryt the Drem Necromancer level 12
33rd Dearth 122nd year of Ascendancy at 07:17 see stats
By Paryt the Lich Necromancer level 44
1st Shortage 123rd year of Ascendancy at 18:22 see stats
By Paryt the Drem Necromancer level 16
3rd Loss 122nd year of Ascendancy at 01:23 see stats
By Paryt the Drem Necromancer level 23
11st Gold 123rd year of Ascendancy at 03:10 see stats
By Paryt the Drem Necromancer level 15
45th Dearth 122nd year of Ascendancy at 16:08 see stats
By Paryt the Lich Necromancer level 30
35th Stralite 123rd year of Ascendancy at 13:42 see stats
By Paryt the Lich Necromancer level 47
37th Steel 124th year of Ascendancy at 21:22 see stats
Log
A rift opens and a free floating blade emerges!
Atamathon the Giant Golem uses Pound.
Atamathon the Giant Golem performs a melee critical strike against Paryt!
Paryt resists the dazing blow!
Ghoul resists the dazing blow!
Atamathon the Giant Golem performs a melee critical strike against Armoured skeleton warrior!
Atamathon the Giant Golem shrugs off Paryt's 'Bleeding'!
Armoured skeleton warrior shatters!
Armoured skeleton warrior shrugs off the effect 'Dazed'!
Lord of Skulls (bone giant) stops burning.
Lord of Skulls (bone giant) is on fire!
Ghoul is on fire!
Atamathon the Giant Golem reflects damage back to Ghast!
Atamathon the Giant Golem reflects damage back to Paryt!
Atamathon the Giant Golem reflects damage back to Armoured skeleton warrior!
Ghast's purging blight area effect hits Animated Sword for 0 blight damage.
Lord of Skulls (bone giant) receives 72 healing from Ghast's purging blight area effect.
Armoured skeleton warrior receives 72 healing from Ghast's purging blight area effect.
Ghoul receives 97 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Atamathon the Giant Golem for 11 blight damage.
Melee retaliation hits Atamathon the Giant Golem for 23 physical damage.
Atamathon the Giant Golem's fire burn area effect hits Lord of Skulls (bone giant) for 94 fire damage.
Atamathon the Giant Golem's fire burn area effect hits Animated Sword for (169 to bones), 0 fire (0 total damage).
Atamathon the Giant Golem's fire burn area effect hits Armoured skeleton warrior for 109 fire damage.
Atamathon the Giant Golem's fire burn area effect hits Ghoul for 104 fire damage.
Atamathon the Giant Golem hits Armoured skeleton warrior for 982 fire damage.
Atamathon the Giant Golem hits Paryt for 749 fire damage.
Atamathon the Giant Golem hits Ghoul for (143 resilience), 652 cold, 47 lightning, 51 fire (750 total damage).
Melee retaliation hits Atamathon the Giant Golem for 0 lightning, 1 mind, 4 physical (4 total damage).
Paryt the level 50 lich necromancer was fried to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.