









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 | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 23 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Gusarn the human at level 17 on the 12nd Haze 122nd year of Ascendancy at 23:58 / 2Killed by Saliminn the vampire at level 23 on the 31st Dusk 123rd year of Ascendancy at 20:17 |
Primary Stats
| Strength | 34 (base 23) |
| Dexterity | 14 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 72 (base 53) |
| Willpower | 53 (base 33) |
| Cunning | 19 (base 12) |
Resources
| Life | -506/417 |
| Mana | 324/329 |
| Soul | 11/12 |
| Healing Factor | 1.2845901639344 |
| Regeneration | 5.2025901639344 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 25.357069293485 |
| See Invisible | 53.024224134807 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 12 |
| Crit Chance | 11% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +30% |
| Acid | +12% |
| Light | +14% |
| Temporal | +12% |
| Blight | +6% |
| Physical | +5% |
| Fire | +10% |
| Mind | +15% |
Offense: Damage Penetration
| Mind | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 55.521305378697 (96.117647058824%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 15 |
| Physical Save | 22 |
| Spell Save | 41 |
| Mental Save | 40 |
Defense: Resistances
| Nature | + 16%( 70%) |
| Acid | + 35%( 70%) |
| Light | + 13%( 70%) |
| Mind | + 13%( 70%) |
| Darkness | + 36%( 70%) |
| Physical | + 15%( 70%) |
| Fire | + 42%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Confusion Resistance | 50% |
| Stun Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 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 812% for 10 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 459 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Shades | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Will o' the Wisp |
| talent | Blurred Mortality |
| talent | Keen Senses |
| talent | Necrotic Aura |
| detrimental effect | Huge cut that bleeds, doing 38.10 physical damage per turn. Bleeding |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is confused, acting randomly (chance 10%), unable to perform complex actions and takes 27.16 darkness damage per turn. Bane of Confusion |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * 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: 59. | 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 AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of faeros ash. | 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 within11 lumberjacks have died. | 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 | Xanydhetira the pair of dwarven-steel boots (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +3% physical Life regen: +2.50 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Lightshine'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% darkness / +6% light Changes damage: +6% light / +6% blight Damage affinity(heal): +5% light Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+3 eff.) Spell crit. chance: +2% Light radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 17.05 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 17.05 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Rhorab the steel torque of charged psionic shield [power 51] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +6 Str / +2 Cun Infravision radius: +3 See invisible: +9 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+4 eff.) Physical crit. chance: +3.0% Changes stats: +2 Str / +4 Wil Mental save: +16 (+6 eff.) Confusion immunity: +20% Life regen: +1.30 Maximum life: +40.00 Healing mod.: +11% Cannot be unequipped or rerolled until level 24. 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, costing 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? |
| On fingers | Eliyawyn the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag / +5 Wil / +5 Cun Changes resistances: +24% acid Changes damage: +12% acid Mental save: +9 (+3 eff.) Stun/Freeze immunity: +15% Rings can have magical properties. |
| Around waist | rough leather belt 'Smearbolt'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+5 eff.) Damage when hit (Melee): 8 nature Changes resistances penetration: +20% nature / +10% mind Changes damage: +12% mind Stealth bonus: +6 A belt that goes around your waist. |
| In main hand | dragonbone vilestaff 'Velawyn' (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Armour: +11 Armour Hardiness: +7% Defense: +6 (+4 eff.) Damage (Melee): 25 fire Changes stats: +4 Mag Maximum wards: +2 darkness Changes damage: +30% darkness / +12% temporal Talents granted: +2 Ward +1 Command Staff Critical mult.: +31.00% Physical save: +9 (+5 eff.) Spell save: +20 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +21 (+5 eff.) Spell crit. chance: +5% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 49.99 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Islubrethra (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Str / +3 Con Changes resistances: +6% acid / +19% fire / +6% mind Changes damage: +3% mind Mental save: +12 (+4 eff.) Maximum life: +57.00 A suit of armour made of mail. |
| Cloak | Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 37.55 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
wild infusion of the psychic (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
hardened leather belt 'Xedara'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +6 Con Physical save: +8 (+4 eff.) Mindpower: +5 (+2 eff.) Light radius: +3 See invisible: +12 A belt that goes around your waist. |
hardened leather cap 'Relgydan' (6 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +15 Defense: +6 (+4 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +8 Con Changes resistances: +4% all / +6% fire Physical save: +9 (+5 eff.) A cap made of leather. |
enlightening steel plate armour of the deep (4 def, 11 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +4 (+3 eff.) Fatigue: +22% Changes stats: +4 Cun / +5 Wil Changes resistances: +6% acid / +7% cold Allows you to breathe in: water Mental save: +12 (+4 eff.) A suit of armour made of metal plates. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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 204/400. 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. |
supercharged ash totem of cure ailments [power 2] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Lastlife the Cornac Necromancer level 23
1st Pyre 123rd year of Ascendancy at 15:41 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Lastlife the Cornac Necromancer level 13
28th Dusk 122nd year of Ascendancy at 23:20 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Lastlife the Cornac Necromancer level 16
46th Dusk 122nd year of Ascendancy at 03:51 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lastlife the Cornac Necromancer level 20
28th Regrowth 123rd year of Ascendancy at 03:19 see stats
Level 10 (Roguelike)
Got a character to level 10.By Lastlife the Cornac Necromancer level 10
8th Mirth 122nd year of Ascendancy at 01:14 see stats
Level 20 (Roguelike)
Got a character to level 20.By Lastlife the Cornac Necromancer level 20
6th Regrowth 123rd year of Ascendancy at 00:04 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Lastlife the Cornac Necromancer level 17
2nd Haze 122nd year of Ascendancy at 04:48 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Lastlife the Cornac Necromancer level 16
1st Haze 122nd year of Ascendancy at 22:20 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Lastlife the Cornac Necromancer level 10
6th Flare 122nd year of Ascendancy at 20:16 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lastlife the Cornac Necromancer level 18
9th Decay 122nd year of Ascendancy at 05:29 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Lastlife the Cornac Necromancer level 15
42nd Dusk 122nd year of Ascendancy at 05:33 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Lastlife the Cornac Necromancer level 18
8th Decay 122nd year of Ascendancy at 20:46 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Lastlife the Cornac Necromancer level 19
5th Regrowth 123rd year of Ascendancy at 02:09 see stats
Unstoppable (Roguelike)
Returned from the dead.By Lastlife the Cornac Necromancer level 17
12nd Haze 122nd year of Ascendancy at 23:59 see stats
Log
Lastlife starts to bleed.
Veliriatha the ghast starts to bleed.
Saliminn the vampire leeches life from Armoured skeleton warrior!
Mayywe the heavy bone giant hits Armoured skeleton warrior for 34 physical damage.
Mayywe the heavy bone giant hits Veliriatha the ghast for 42 physical damage.
Mayywe the heavy bone giant hits Lastlife for 40 physical damage.
Saliminn the vampire's Temporal Bolt hits Armoured skeleton warrior for 199 temporal damage.
Saliminn the vampire receives 39 healing from Armoured skeleton warrior.
Xanoritha the lesser vampire casts Invoke Darkness.
Xanoritha the lesser vampire hits Armoured skeleton warrior for 92 darkness damage.
Xanoritha the lesser vampire hits Lastlife for 95 darkness damage.
Saliminn the vampire leeches life from Veliriatha the ghast!
Saliminn the vampire's Temporal Bolt hits Veliriatha the ghast for 241 temporal damage.
Saliminn the vampire receives 48 healing from Veliriatha the ghast.
Saliminn the vampire casts Time Skip.
Veliriatha the ghast is confused and fails to use Headshot.
Armoured skeleton warrior hits Veliriatha the ghast for 70 physical, 8 cold (78 total damage).
Saliminn the vampire hits Lastlife for 233 temporal damage.
Master vampire casts Rune: Shielding.
A shield forms around master vampire.
Bleeding from Mayywe the heavy bone giant hits Lastlife for 40 physical damage.
Bane of Confusion from Saliminn the vampire hits Lastlife for 23 darkness damage.
Armoured skeleton warrior wanders around!.
Mayywe the heavy bone giant resists the baneful energy!
Saliminn the vampire leeches life from Veliriatha the ghast!
Bleeding from Mayywe the heavy bone giant hits Veliriatha the ghast for 42 physical damage.
Bane of Confusion from Saliminn the vampire hits Veliriatha the ghast for 28 darkness damage.
Saliminn the vampire receives 6 healing from Veliriatha the ghast.
Saliminn the vampire casts Repulsion Blast.
Saving game...






























































