









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 33 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Nagash at level 25 on the 30th Haze 122nd year of Ascendancy at 03:16 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 26 (base 10) |
| Magic | 78 (base 60) |
| Willpower | 88 (base 50) |
| Cunning | 56 (base 31) |
Resources
| Life | 776/776 |
| Mana | 457/504 |
| Soul | 18/18 |
| Healing Factor | 1.1224489795919 |
| Regeneration | 0.28061224489799 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
| See Stealth | 55.689197333083 |
| See Invisible | 64.925630229041 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 13 |
| Crit Chance | 15% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Blight | +3% |
| Nature | +20% |
| Darkness | +26% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 39.5 (49.636363636364%) |
| Defense | 24 |
| Ranged Defense | 28 |
| Fatigue | 18 |
| Physical Save | 35 |
| Spell Save | 58 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 13%( 85%) |
| Blight | + 24%( 85%) |
| Arcane | + 15%( 85%) |
| Cold | + 38%( 85%) |
| All | + 10%( 85%) |
| Darkness | + 42%( 85%) |
| Physical | + 21%( 85%) |
| Mind | + 20%( 85%) |
| Fire | + 21%( 85%) |
| Lightning | + 38%( 85%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 52% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 135.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 61 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. |
| 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 490 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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 952% for 10 turns and instantly restoring 48 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 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Necrosis | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.40 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Spell / Nightfall | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| talent | Will o' the Wisp |
| talent | Keen Senses |
| talent | Premonition |
| beneficial effect | You have an arcane eye observing for you in a radius of 5. Arcane Eye |
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
Escort the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell) | active |
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 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 fire dragon that dwelled there. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 584. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox 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 focus. 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 skeleton mage skull. * You've found the needed storm wyrm claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Aeramina the Cracklerot (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes stats: +4 Cun Changes resistances: +3% lightning Grants telepathy: Dragon Critical mult.: +10.00% Maximum psi: +20.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +58.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 32 power out of 35/35) : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | iron pickaxe 'Noonstone' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +2 Changes stats: +6 Str / +2 Dex / +1 Con Critical mult.: +6.00% Maximum life: +30.00 Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Islarawe the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+6 eff.) Defense: +16 (+8 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +4 Str Stamina each turn: +0.60 Only die when reaching: -60.00 life Maximum life: +20.00 Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 37 cooldown : Effective talent level: 2.0 Power cost: 37 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
| On fingers | stralite ring 'Relgesahir'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +28% lightning / +3% acid Changes damage: +14% lightning / +3% blight Physical save: +14 (+6 eff.) Spell save: +11 (+3 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +31% Vim when firing critical spell: +2.00 Spell crit. chance: +4% Rings can have magical properties. |
| Around waist | hardened leather belt 'Sulfurstriker'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Wil / +2 Cun / +5 Con Changes resistances penetration: +15% nature Reduces incoming crit damage: 15.00% Mental save: +10 (+2 eff.) Maximum life: +61.00 A belt that goes around your waist. |
| In main hand | Sceptre of the Archlich (40-48 power, 12 apr, darkness 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. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical 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 (+3 eff.) Mental save: +10 (+2 eff.) Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +40 (+10 eff.) 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 | stone warden's rough leather gloves of dispersion (0 def, 8 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +8 Armour Hardiness: +6% Damage (Melee): 6 arcane Changes stats: +4 Mag / +4 Wil / +6 Con Changes resistances: +5% arcane / +5% physical It can be used to activate talent Disperse Magic, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dwarven-steel mail armour 'Bethelaith' (3 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 4 light Changes stats: +3 Str / +7 Wil / +4 Con Changes resistances: +16% blight / +7% physical / +15% darkness Grants telepathy: Humanoid/Orc Physical save: +14 (+6 eff.) Maximum life: +50.00 Light radius: +2 A suit of armour made of mail. |
| Cloak | Goryromidorand (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +12% fire / +11% cold Physical save: +6 (+3 eff.) Blindness immunity: +15% Disease immunity: +20% Pinning immunity: +20% Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Glitterquencher'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +1 Cun Changes resistances: +11% mind Changes resistances penetration: +10% mind Critical mult.: +5.00% Confusion immunity: +21% Psi when hit: +0.16 Amulets can have magical properties. |
Inventory
movement infusion of the duelist (376% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 376% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the duelist (65 cold damage; freeze 3 turns with power 28)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 65.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 28 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity 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. |
heat beam rune of the wizard (240 fire damage)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: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 240.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic 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. |
lightning rune of the wizard (288 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 95.91 to 287.74 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic 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. |
manasurge rune of the duelist (1105% regen over 10 turns; 55 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1105% for 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity 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. |
manasurge rune of the psychic (952% regen over 10 turns; 48 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 952% for 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower 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. |
shielding rune of the sneak (absorb 450 for 5 turns)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 create a protective shield absorbing at most 450 damage for 5 turns. Its effects scale with your Cunning 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. |
shielding rune of the wizard (absorb 378 for 4 turns)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: 18 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 378 damage for 4 turns. Its effects scale with your Magic 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. |
ArikalthofastPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Str / +6 Dex / +2 Mag / +3 Wil Changes damage: +7% blight / +7% fire Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Spellpower: +6 (+2 eff.) See invisible: +6 Amulets can have magical properties. |
Blazekiller the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +21% lightning / +6% fire / +6% mind Changes resistances penetration: +10% mind / +10% fire Changes damage: +24% mind / +9% fire Stun/Freeze immunity: +37% Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Ulfenariran'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +11% fire / +9% nature / +11% cold Spell save: +12 (+3 eff.) Stun/Freeze immunity: +25% Knockback immunity: +25% Amulets can have magical properties. |
ArthodugarInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +6 Cun Changes resistances: +9% fire / +9% darkness / +3% physical Changes damage: +6% physical Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Blazegrit the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 12 light Changes stats: +4 Con Changes resistances: +1% physical Changes resistances penetration: +10% light Maximum encumbrance: +25 Physical save: +30 (+12 eff.) Stamina each turn: +1.00 Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Rotenvy the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% blight / +6% nature / +5% arcane / +6% acid Spell save: +30 (+8 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +26% Rings can have magical properties. |
copper ring 'Deepsqueller'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid / +3% darkness / +3% blight / +3% nature / +5% arcane Changes damage: +11% acid Spell save: +9 (+2 eff.) Rings can have magical properties. |
steel ring 'Blazejam'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 light Changes stats: +3 Con Changes resistances: +6% light Changes resistances penetration: +25% light Physical save: +6 (+3 eff.) Rings can have magical properties. |
steel ring 'Velarin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str / +3 Dex / +4 Con Changes resistances: +6% blight Changes resistances penetration: +10% blight Reduces incoming crit damage: 15.00% Light radius: +3 Rings can have magical properties. |
yew magestaff 'Crackletreason' (20-24 power, 4 apr, cold element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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% Damage (Melee): +12 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +8 Con Changes resistances: +5% arcane Changes damage: +20% cold Talent granted: +1 Command Staff Life regen: +1.40 Spellpower: +19 (+5 eff.) Spell crit. chance: +3% Light radius: +3 Healing mod.: +35% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 72.53 light damage. Staves designed for wielders of magic, by the greats of the art. |
LightradianceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances: +6% light / +3% nature / +3% darkness Maximum life: +30.00 A belt that goes around your waist. |
rough leather belt 'Thunderreign'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +3% darkness / +6% fire / +3% light / +7% cold Disarm immunity: +15% Confusion immunity: +5% Stun/Freeze immunity: +15% A belt that goes around your waist. |
rough leather belt of containmentPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +51.00 Maximum mana: +30.00 Maximum stamina: +26.00 Maximum hate: +11.00 Maximum psi: +22.00 Maximum vim: +22.00 Maximum pos.energy: +21.00 Maximum neg.energy: +22.00 Reduces paradox anomalies(equivalent to willpower): +10 A belt that goes around your waist. |
Xanodanne (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex / +3 Wil / +11 Cun Reduces incoming crit damage: 15.00% See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Firefoe' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 acid / 8 fire Changes stats: +2 Str / +2 Con Changes resistances: +9% fire Changes resistances penetration: +25% fire Changes damage: +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islaldawen (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +5 Str / +5 Mag / +6 Wil Changes resistances: +8% lightning / +6% cold / +8% blight / +12% physical Changes resistances penetration: +20% physical Changes damage: +7% lightning / +17% physical / +6% cold Life regen: +2.70 Maximum life: +51.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bregerand the rough leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Changes stats: +5 Con Physical save: +13 (+6 eff.) Spell save: +4 (+1 eff.) Mental save: +34 (+8 eff.) Disarm immunity: +24% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pyrevile the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 fire Changes resistances: +12% blight / +13% fire / +6% darkness / +21% lightning Changes damage: +18% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Spidertickler the dwarven-steel gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+10 eff.) Armour: +12 Armour Hardiness: +10% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Con Changes resistances: +6% physical Changes resistances penetration: +10% nature Changes damage: +6% nature Physical save: +15 (+7 eff.) Mental save: +14 (+3 eff.) Disarm immunity: +62% Metal gloves protecting the hands up to the middle of the lower arm. |
Toradunador the Muckpiercer (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+4 eff.) Armour: +1 Changes stats: +3 Str / +3 Dex / +4 Wil / +2 Con Changes damage: +12% nature Light radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Siluyatha (8 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+6 eff.) Armour: +3 Defense: +8 (+4 eff.) Fatigue: +3% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes stats: +5 Cun / +5 Con Changes resistances: +12% light Mental save: +9 (+2 eff.) Stun/Freeze immunity: +5% Stamina when hit: +0.70 Equilibrium when hit: +1.60 A cap made of leather. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
517 alchemist agate0.00 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. |
onyx0.00 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. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 69 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 37 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern 'Glimmerblood'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +20% arcane Changes damage: +9% light / +30% arcane Physical save: +7 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +2 Healing mod.: +13% Damage Shield penetration: +30% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 19 power out of 25/25) : Effective talent level: 3.0 Power cost: 19 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 after 40 turns, costing 185 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Yverin the yew wand of conjuration [power 241] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Dex / +1 Mag Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike Reduces incoming crit damage: 15.00% Mental save: +20 (+5 eff.) Maximum vim: +9.00 It can be used to fire a bolt of a random element with (base) damage 120 to 241, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 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. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +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. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Nagash the Lich Necromancer level 33
62nd Pyre 123rd year of Ascendancy at 00:45 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nagash the Cornac Necromancer level 5
6th Flare 122nd year of Ascendancy at 01:58 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Nagash the Lich Necromancer level 33
64th Pyre 123rd year of Ascendancy at 05:29 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Nagash the Cornac Necromancer level 21
1st Haze 122nd year of Ascendancy at 11:42 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nagash the Cornac Necromancer level 22
3rd Haze 122nd year of Ascendancy at 15:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nagash the Cornac Necromancer level 10
21st Dusk 122nd year of Ascendancy at 19:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Nagash the Cornac Necromancer level 20
79th Dusk 122nd year of Ascendancy at 23:15 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Nagash the Lich Necromancer level 30
9th Decay 122nd year of Ascendancy at 21:49 see stats
Lichform (Insane (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Nagash the Cornac Necromancer level 25
30th Haze 122nd year of Ascendancy at 03:16 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Nagash the Lich Necromancer level 30
31st Regrowth 123rd year of Ascendancy at 14:43 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Nagash the Lich Necromancer level 32
38th Pyre 123rd year of Ascendancy at 05:25 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Nagash the Cornac Necromancer level 10
23rd Dusk 122nd year of Ascendancy at 23:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nagash the Cornac Necromancer level 7
8th Dusk 122nd year of Ascendancy at 07:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Nagash the Cornac Necromancer level 12
29th Dusk 122nd year of Ascendancy at 07:38 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Nagash the Cornac Necromancer level 24
24th Haze 122nd year of Ascendancy at 17:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nagash the Cornac Necromancer level 17
71st Dusk 122nd year of Ascendancy at 19:02 see stats
Log
You gain 5.44 gold from the transmogrification of hateful stralite greatmaul of daylight (55-82.5 power, 3 apr).
You gain 3.15 gold from the transmogrification of flaming dwarven-steel greatmaul of phasing (41.5-62.25 power, 14 apr).
You gain 12.50 gold from the transmogrification of Obliterator (48-72 power, 10 apr).
You gain 2.55 gold from the transmogrification of wizard's stralite ring of darkness (+24%).
You gain 1.57 gold from the transmogrification of shielding rune (absorb 191 for 4 turns).
You gain 1.12 gold from the transmogrification of manasurge rune of the warrior (913% regen over 10 turns; 46 instant mana).
You gain 1.14 gold from the transmogrification of manasurge rune of the titan (1090% regen over 10 turns; 54 instant mana).
You gain 3.30 gold from the transmogrification of invisibility rune of the psychic (power 16 for 7 turns).
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (resist 23%; cure physical).
You gain 2.32 gold from the transmogrification of movement infusion of the warrior (521% speed; 6 turns).
There is a previous level (necrotic air) here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel mildly anxious, and walk with caution.
Nagash casts Vision.
Talent Hidden Resources is ready to use.
Nagash, temporal explorer says: 'The portal is close, to the west.'
Nagash casts Arcane Eye.
Talent Arcane Eye is ready to use.
Nagash casts Arcane Eye.
Talent Vision is ready to use.
Nagash deactivates Premonition.
Nagash deactivates Necrotic Aura.
Nagash deactivates Blurred Mortality.
Nagash deactivates Will o' the Wisp.
Nagash deactivates Keen Senses.
































































































