Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 40 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 22 on the 80th Haze 122nd year of Ascendancy at 06:51 4 / 4Killed by The Lich at level 24 on the 9th Decay 122nd year of Ascendancy at 04:39 Killed by Pale Drake at level 40 on the 2nd Flare 123rd year of Ascendancy at 06:31 Killed by Pale Drake at level 40 on the 2nd Flare 123rd year of Ascendancy at 23:59 |
Primary Stats
| Strength | 40 (base 30) |
| Dexterity | 35 (base 13) |
| Constitution | 32 (base 23) |
| Magic | 80 (base 57) |
| Willpower | 80 (base 58) |
| Cunning | 26 (base 11) |
Resources
| Life | 777/777 |
| Mana | 794/794 |
| Negative | 167/167 |
| Positive | 8/167 |
| Healing Factor | 0.9 |
| Regeneration | 0.225 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 11 |
| Infravision | 10 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 34 |
| Crit Chance | 6% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53.333333333333 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.8 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +20% |
| Physical | +10% |
| Cold | +49% |
| All | 0% |
| Darkness | +85% |
| Light | +15% |
| Temporal | +8% |
| Fire | +20% |
| Arcane | +25% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 33 (40%) |
| Defense | 24.375 |
| Ranged Defense | 26.375 |
| Fatigue | 15 |
| Physical Save | 37.6 |
| Spell Save | 58 |
| Mental Save | 54.366666666667 |
Defense: Resistances
| Blight | + 12%( 85%) |
| Arcane | + 30%( 85%) |
| Cold | + 85%( 85%) |
| All | + 6%( 85%) |
| Darkness | + 80%( 85%) |
| Light | + 14%( 85%) |
| Temporal | + 83%( 85%) |
| Fire | + 17%( 85%) |
| Nature | + 15%( 85%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Knockback Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 600 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1371% over 10 turns and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1314% over 10 turns and instantly restoring 66 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Nightfall | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Shades | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | 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 Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)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. * 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 228. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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: * You've found the needed skeleton mage skull. * You've found the needed ice wyrm tooth. * You've found the needed bloated horror heart. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed mummified bone. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | Umbrapiercer of cure illness [power 2] (20 cooldown) Umbrapiercer of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +9% temporal / +9% light Changes damage: +30% darkness It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Gewyn GewynCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% darkness / +9% fire Blindness immunity: +30% Confusion immunity: +15% Rings can have magical properties. |
| On fingers | titan's stralite ring of frost (+28%) titan's stralite ring of frost (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +28% cold Changes damage: +14% cold Physical save: +8 Rings can have magical properties. |
| Around waist | spiritwalker's hardened leather belt spiritwalker's hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.24 Maximum mana: +31.00 A belt that goes around your waist. |
| In main hand | Staff of Destruction (20-24 power, 4 apr, darkness damage) Staff of Destruction (20-24 power, 4 apr, darkness damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Darkness Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% fire / +20% blight / +20% darkness / +20% acid Talent granted: +1 Command Staff Spellpower: +10 Spell crit. chance: +15% This unique-looking staff is carved with runes of destruction. |
| On hands | Earustir the Magmabender (0 def, 5 armour) Earustir the Magmabender (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 Armour penetration: +10 Armour: +5 Changes stats: +5 Cun / +5 Dex Damage when the wearer hits(melee): 32 mind / 39 darkness / 15 temporal Changes resistances: +3% fire / +3% cold / +15% temporal Changes damage: +8% temporal Physical save: +10 Mental save: +8 Poison immunity: +25% Mindpower: +10 Defense after a teleport: +5 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +10% Defense: +18 Damage when the wearer hits(melee): 8 darkness / 8 cold Damage when the wearer is hit: 8 darkness / 8 cold Changes resistances: +30% cold / +30% darkness / +30% temporal Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 Healing mod.: -10% It can be used to turn yourself invisible for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
| Cloak | spellcowled linen cloak of sorcery (1 def, 0 armour) spellcowled linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +5 Mag / +5 Wil Spell save: +6 Maximum mana: +40.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Mardurig MardurigInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Ranged Defense: +4 Changes stats: +8 Dex / +6 Wil Changes resistances: +28% temporal / +6% blight Mental save: +6 Knockback immunity: +50% Amulets can have magical properties. |
Inventory
Rune of the Rift (470.00 temporal damage, removed from time 4 turns) Rune of the Rift (470.00 temporal damage, removed from time 4 turns)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: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 507.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Spellblaze Echos Spellblaze EchosPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 Spell crit. chance: +6% It can be used to unleash a destructive wail, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 30 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
conjurer's gold ring of clarity conjurer's gold ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Mental save: +5 Confusion immunity: +28% Spellpower: +8 Rings can have magical properties. |
Crystalline Elven-wood starstaff (31.25-37.5 power, 5 apr, arcane damage) Crystalline Elven-wood starstaff (31.25-37.5 power, 5 apr, arcane damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. Base power: 31.3 - 37.5 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +12 Changes stats: +3 Con / +3 Wil Changes damage: +10% arcane / +25% light Spellpower: +24 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
hardened leather gloves of magic (+3) (0 def, 2 armour) hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +5% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% blight Physical save: +35 Stun/Freeze immunity: +30% No rogue blades shall incapacitate the wearer of this armour. |
Borfast's Cage (10 def, 15 armour) Borfast's Cage (10 def, 15 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: +15% physical / -15% acid Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
219 alchemist agate 219 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 155 power out of 74/155. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 5 When wielded/worn: Changes resistances: +0% all / +15% temporal Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% It can be used to flip the hourglass, costing 20 power out of 20/20. This hourglass of otherwordly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By The Lich the Lich Necromancer level 29
20th Regrowth 123rd year of Ascendancy at 16:24 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By The Lich the Higher Necromancer level 20
42nd Haze 122nd year of Ascendancy at 07:14 see stats
Against all odds
Killed Ukruk in the ambush.By The Lich the Lich Necromancer level 29
18th Regrowth 123rd year of Ascendancy at 22:52 see stats
Arachnophobia
Destroyed the spydric menace.By The Lich the Lich Necromancer level 35
9th Pyre 123rd year of Ascendancy at 13:19 see stats
Brave new world
Went to the Far East and took part in the war.By The Lich the Lich Necromancer level 33
5th Pyre 123rd year of Ascendancy at 17:36 see stats
Bringer of Doom
Killed a Bringer of Doom.By The Lich the Lich Necromancer level 31
65th Regrowth 123rd year of Ascendancy at 16:43 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By The Lich the Higher Necromancer level 18
72nd Dusk 122nd year of Ascendancy at 23:43 see stats
Destroyer of the creation
Killed Slasul.By The Lich the Lich Necromancer level 36
31st Pyre 123rd year of Ascendancy at 04:14 see stats
Destroyer's bane
Killed Golbug the Destroyer.By The Lich the Lich Necromancer level 32
1st Pyre 123rd year of Ascendancy at 16:10 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By The Lich the Higher Necromancer level 17
60th Dusk 122nd year of Ascendancy at 06:00 see stats
Exterminator
Killed 1000 creatures.By The Lich the Higher Necromancer level 18
63rd Dusk 122nd year of Ascendancy at 21:42 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By The Lich the Lich Necromancer level 31
66th Regrowth 123rd year of Ascendancy at 11:27 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By The Lich the Lich Necromancer level 37
31st Pyre 123rd year of Ascendancy at 10:55 see stats
Guiding Hand
Saved all escorted adventurers.By The Lich the Lich Necromancer level 26
10th Regrowth 123rd year of Ascendancy at 13:25 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By The Lich the Higher Necromancer level 20
42nd Haze 122nd year of Ascendancy at 05:38 see stats
Level 10
Got a character to level 10.By The Lich the Higher Necromancer level 10
9th Mirth 122nd year of Ascendancy at 13:59 see stats
Level 20
Got a character to level 20.By The Lich the Higher Necromancer level 20
40th Haze 122nd year of Ascendancy at 12:04 see stats
Level 30
Got a character to level 30.By The Lich the Lich Necromancer level 30
47th Regrowth 123rd year of Ascendancy at 13:08 see stats
Level 40
Got a character to level 40.By The Lich the Lich Necromancer level 40
59th Pyre 123rd year of Ascendancy at 23:47 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By The Lich the Higher Necromancer level 24
9th Decay 122nd year of Ascendancy at 04:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By The Lich the Higher Necromancer level 15
30th Dusk 122nd year of Ascendancy at 10:10 see stats
Size matters
Did over 600 damage in one attack.By The Lich the Higher Necromancer level 22
1st Decay 122nd year of Ascendancy at 02:48 see stats
Sliders
Activated a portal using the Orb of Many Ways.By The Lich the Lich Necromancer level 33
1st Pyre 123rd year of Ascendancy at 19:48 see stats
That was close
Killed your target while having only 1 life left.By The Lich the Higher Necromancer level 2
75th Pyre 122nd year of Ascendancy at 00:07 see stats
The Arena
Unlocked Arena mode.By The Lich the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 00:04 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By The Lich the Higher Necromancer level 20
42nd Haze 122nd year of Ascendancy at 07:14 see stats
The secret city
Discovered the truth about mages.By The Lich the Higher Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 21:52 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By The Lich the Lich Necromancer level 38
49th Pyre 123rd year of Ascendancy at 01:45 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By The Lich the Lich Necromancer level 30
48th Regrowth 123rd year of Ascendancy at 01:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By The Lich the Higher Necromancer level 18
75th Dusk 122nd year of Ascendancy at 07:11 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By The Lich the Lich Necromancer level 28
18th Regrowth 123rd year of Ascendancy at 01:21 see stats
Log
The Lich hits Pale Drake for 0 arcane damage.
Pale Drake hits The Lich for 131 fire damage.
Pale Drake killed The Lich!
The Lich the level 40 lich necromancer was scorched to death by Pale Drake on level 1 of Dreadfell.
You have 4 life(s) left.
The Lich deactivates Premonition.
The protective shield of The Lich disappears.
The Lich deactivates Keen Senses.
The Lich is no longer out of phase.
The Lich stops regenerating health quickly.
The Lich stops burning.
The Lich deactivates Necrotic Aura.
The Lich deactivates Blurred Mortality.
The Lich deactivates Will o' the Wisp.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Today is the 3rd Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Phase Door is ready to use.
Talent Healing Light is ready to use.
Talent Circle of Death is ready to use.
Talent Necrotic Aura is ready to use.
Talent Rune: Shielding is ready to use.
Skeleton warrior decays into a pile of ash!
