










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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/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:
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 | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 23 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Zubossra the giant eel at level 23 on the 79th Dusk 122nd year of Ascendancy at 08:46 / 1 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 68 (base 53) |
| Willpower | 26 (base 13) |
| Cunning | 49 (base 42) |
Resources
| Life | -537/232 |
| Mana | 177/374 |
| Soul | 13/16 |
| Healing Factor | 1.3572895330003 |
| Regeneration | 5.7684805152515 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 1 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 19 |
| Crit Chance | 16% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +32% |
| Light | +6% |
| Nature | +8% |
| Blight | +25% |
| Physical | +8% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 7 |
| Physical Save | 32 |
| Spell Save | 31 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 57%( 70%) |
| Arcane | + 40%( 70%) |
| Cold | + 45%( 70%) |
| All | + 32%( 70%) |
| Lightning | + 46%( 70%) |
| Temporal | + 34%( 70%) |
| Darkness | + 44%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 275 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ice ant stinger. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 green worm. * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern 'Adann'2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Armor +6 Resistance +3% lightning +9% fire +3% nature Spell save +6 (+3 eff.) Life +40.00 other ------- Light +3 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 | Emelita (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Damage +11% blight defense ------ Defense +1 (+1 eff.) Resistance +11% blight Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.08 Mana-on-crit +2.00 Max mana +20.00 A pointy cloth hat, very wizardly... |
| Tool | steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | pixie's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +5 (+2 eff.) defense ------ Mind save +7 (+4 eff.) Confus Resist +20% Rings make your fingers look great! |
| Around waist | Ebonyroar the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Dex +4 Wil +2 Con offense ------ Ignore resists +10% darkness defense ------ Defense +9 (+5 eff.) Stealth +6 other ------- See Invisibility +6 A belt that goes around your waist. |
| In main hand | yew vilestaff of channeling (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +18 (+5 eff.) Damage +20% darkness other ------- Mana/turn +0.16 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Earthwaker the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+5 eff.) When Hit 2 nature On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Resistance +18% lightning +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Siluldarin the woollen robe (3 def, 3 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +1.0% Damage +14% blight +12% darkness When Hit 4 arcane defense ------ Armor +3 Defense +3 (+2 eff.) Resistance +14% blight +18% darkness +9% all Physical save +16 (+8 eff.) other ------- Max vim +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Glarelore (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Con offense ------ Damage +6% light On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Defense +2 (+1 eff.) Resistance +12% blight +3% fire +15% nature +3% temporal Physical save +8 (+4 eff.) Mind save +6 (+3 eff.) Unlife -50.00 life Life Regen +1.00 Healmod +12% 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 of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.10 Max mana +20.00 Amulets make your neck look great! |
Inventory
Vorawe0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +3 Con offense ------ Mindpower +10 (+5 eff.) Accuracy +4 (+2 eff.) other ------- Light +1 See Invisibility +3 Rings make your fingers look great! |
steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Normal] Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
Nimbussun (16-24 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 16.0 - 24.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +12 lightning +16 mind On-crit, radius 2 +12 lightning While equipped: Stats +6 Str +5 Dex +6 Mag +6 Wil +8 Cun +6 Con offense ------ Mind Crit +2% Massive two-handed mauls. |
ranger's yew longbow of acid4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +17 acid While equipped: Stats +6 Dex offense ------ Damage +23% acid Longbows are used to shoot arrows at your foes. |
Ulfuradan the dwarven-steel waraxe (29-41 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Mag offense ------ Physical Crit +2.0% Damage +9% physical Ignore resists +10% physical Accuracy +14 (+7 eff.) Ignore Armor +8 defense ------ Unlife -40.00 life One-handed war axes. |
verdant cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con offense ------ Damage +5% nature defense ------ Resistance +11% all Poison Resist +22% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron helm of might (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather armour 'Getodegrim' (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: offense ------ Ignore resists +25% acid +15% physical Accuracy +30 (+15 eff.) defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +26% acid +4% physical A suit of armour made of leather. |
quiver of yew arrows of accuracy (17/17, 30-43 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Master Weapon Damage 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +14 Ignore Armor +10 Critical Rate +2.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
251 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Urtherig the Quenchbore [power 242] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +15% cold defense ------ Resistance +3% temporal +12% cold +6% fire +3% nature +5% arcane Sting an enemy dealing 261 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ivirtn the Higher Necromancer level 10
8th Flare 122nd year of Ascendancy at 06:00 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ivirtn the Higher Necromancer level 23
78th Dusk 122nd year of Ascendancy at 08:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ivirtn the Higher Necromancer level 10
8th Flare 122nd year of Ascendancy at 05:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ivirtn the Higher Necromancer level 20
71st Dusk 122nd year of Ascendancy at 06:20 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ivirtn the Higher Necromancer level 13
26th Dusk 122nd year of Ascendancy at 12:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ivirtn the Higher Necromancer level 9
8th Mirth 122nd year of Ascendancy at 12:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ivirtn the Higher Necromancer level 15
49th Dusk 122nd year of Ascendancy at 18:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ivirtn the Higher Necromancer level 20
71st Dusk 122nd year of Ascendancy at 07:40 see stats
Log
Ivirtn's desolate waste area effect hits Zubossra the giant eel for (14 flat reduction), 3 cold (3 total damage).
Spikes of Decrepitude hits Zubossra the giant eel for (14 flat reduction), 6 cold, (14 flat reduction), 10 darkness (16 total damage).
Frost Cut from Ivirtn hits Zubossra the giant eel for (14 flat reduction), 1 cold (1 total damage).
Zubossra the giant eel uses Evasion.
Zubossra the giant eel tries to evade attacks.
Zubossra the giant eel throws a finishing uppercut.
Ivirtn deactivates Hiemal Shield.
Ivirtn is stunned!
Ivirtn unleashes a blast of frostdusk as he crosses the veil!
Ivirtn hits Zubossra the giant eel for (14 flat reduction), 30 cold, (14 flat reduction), 40 darkness (70 total damage).
Melee retaliation hits Zubossra the giant eel for (2 flat reduction), 0 nature, (4 flat reduction), 0 arcane (0 total damage).
Ivirtn's desolate waste area effect hits Zubossra the giant eel for (8 flat reduction), 0 cold (0 total damage).
Zubossra the giant eel hits Ivirtn for (142 absorbed), 122 physical (122 total damage).
Spikes of Decrepitude hits Zubossra the giant eel for (10 flat reduction), 0 cold, (12 flat reduction), 0 darkness (0 total damage).
Frost Cut from Ivirtn hits Zubossra the giant eel for (13 flat reduction), 0 cold (0 total damage).
Zubossra the giant eel lashes out with a flurry of fists.
Melee retaliation hits Zubossra the giant eel for (1 flat reduction), 0 nature, (2 flat reduction), 0 arcane, (1 flat reduction), 0 nature, (2 flat reduction), 0 arcane, (1 flat reduction), 0 nature, (2 flat reduction), 0 arcane (0 total damage).
Ivirtn's desolate waste area effect hits Zubossra the giant eel for (8 flat reduction), 0 cold (0 total damage).
Zubossra the giant eel hits Ivirtn for 161 physical, 128 physical, 135 physical (424 total damage).
Talent Ghost Walk is ready to use.
Talent Consume Soul is ready to use.
Talent Invoke Darkness is ready to use.
Spikes of Decrepitude hits Zubossra the giant eel for (10 flat reduction), 0 cold, (12 flat reduction), 0 darkness (0 total damage).
Frost Cut from Ivirtn hits Zubossra the giant eel for (14 flat reduction), 6 cold (6 total damage).
Zubossra the giant eel throws two quick punches.
Melee retaliation hits Zubossra the giant eel for (1 flat reduction), 0 nature, (2 flat reduction), 0 arcane, (1 flat reduction), 0 nature, (2 flat reduction), 0 arcane (0 total damage).
Ivirtn's desolate waste area effect hits Zubossra the giant eel for (10 flat reduction), 0 cold (0 total damage).
Zubossra the giant eel hits Ivirtn for 123 physical damage.
Ivirtn the level 23 higher necromancer was ground to death by Zubossra the giant eel on level 2 of Lake of Nur.

































































































